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What Are Your Zerg Hotkeys?

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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.
Sirot
Profile Joined March 2010
48 Posts
September 11 2010 04:00 GMT
#21
1 hatch (easy to do 1sd)
2 queens
3+ unit groups
CScythe
Profile Joined June 2009
Canada810 Posts
September 11 2010 04:02 GMT
#22
1 = Blob
4 = All queens
5 = All hatches

can you tell I never played BW
Torment
Profile Joined August 2010
United States121 Posts
September 11 2010 04:03 GMT
#23
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)
www.djcracka.com ---trance/house/dnb/breaks/progressive live sets and original tracks by me, for you.
jdwashere
Profile Joined September 2010
United States62 Posts
September 11 2010 04:04 GMT
#24
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
HellButterfly
Profile Joined July 2010
7 Posts
September 11 2010 04:06 GMT
#25
1-queens
2-hatcheries
3-ground melee
4-ground range
5-spells or air
6-spells or air
7-0 nothing
Cybren
Profile Joined February 2010
United States206 Posts
September 11 2010 04:07 GMT
#26
123 units. If I have spell casters they go in 1
4 queens
5 hatcheries
6789 buildings or random units
The open steppe, fleet horse, falcons at your wrist, and the wind in your hair.
AngelusH
Profile Joined August 2010
United States33 Posts
Last Edited: 2010-09-11 04:26:43
September 11 2010 04:21 GMT
#27
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
http://us.battle.net/sc2/en/profile/698610/1/Angelus/
PhuxPro
Profile Blog Joined May 2010
United States294 Posts
September 11 2010 04:26 GMT
#28
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
Money was meant solely to be spent.
MrBitter
Profile Joined January 2008
United States2940 Posts
September 11 2010 04:28 GMT
#29
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
atenthirtyone
Profile Joined May 2010
United States88 Posts
Last Edited: 2010-09-11 04:38:20
September 11 2010 04:37 GMT
#30
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.
Quepp42
Profile Joined May 2010
United States96 Posts
Last Edited: 2010-09-11 04:51:35
September 11 2010 04:50 GMT
#31
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.
All it takes to fly is to throw yourself at the ground and miss.
Allelujah
Profile Joined September 2010
8 Posts
September 11 2010 05:37 GMT
#32
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.
Akuemon
Profile Joined June 2010
Canada151 Posts
September 11 2010 05:41 GMT
#33
1 Hatcheries
2 Queens
3 Scouting drone then queen creeper upper
4 5 6 army
7 spellcaster
8 overseeer
9 island expos.
DariMa
Profile Joined August 2010
Canada88 Posts
September 11 2010 05:51 GMT
#34
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.
Bobbeth
Profile Joined September 2010
Canada7 Posts
September 11 2010 05:51 GMT
#35
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.
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
Last Edited: 2010-09-11 05:56:51
September 11 2010 05:55 GMT
#36
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.
i-bonjwa
bananengurke
Profile Joined May 2010
Canada58 Posts
September 11 2010 05:57 GMT
#37
1,2,3 offensive units
4-all Hatcheries
5-all inject larva queens
6-additional creep queen
7- nydus
8,9,0 overlords sometimes
wooozy
Profile Blog Joined February 2009
3813 Posts
September 11 2010 05:59 GMT
#38
Man there's like 10+ threads on this. =\

1-3 units, 4 all hatches, 5-9 queens, 0 scouting overseer
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
September 11 2010 06:01 GMT
#39
why do people have different hatches and different queens on different hotkeys?

i just group all queens on 1, and all hatches on 1
kmillz
Profile Joined August 2010
United States1548 Posts
September 11 2010 06:02 GMT
#40
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..).
royal.cze
Profile Joined May 2010
Canada287 Posts
September 11 2010 06:02 GMT
#41
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
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
September 11 2010 06:04 GMT
#42
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.
i-bonjwa
Vexx
Profile Blog Joined March 2010
United States462 Posts
September 11 2010 06:09 GMT
#43
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
I am not nice.
Carnac
Profile Blog Joined December 2003
Germany / USA16648 Posts
September 11 2010 06:10 GMT
#44
A thread that has no content besides lists of hotkeys is terrible, not to mention this one is redundant:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=127060
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