2 rax sp and fact
3 special units
4 cc
5 facts by themselves
6 sp by themselves
7 rax by themselves
8 possible army not sure yet
9 nothing
0 ebay and armory
Forum Index > Closed |
Son of Gnome
United States777 Posts
2 rax sp and fact 3 special units 4 cc 5 facts by themselves 6 sp by themselves 7 rax by themselves 8 possible army not sure yet 9 nothing 0 ebay and armory | ||
emythrel
United Kingdom2599 Posts
2 - air army or special units 3 - ghosts or tanks 4 -CC's 5 - Rax/facts 6 - flying scout factory (only do this against P) 7 - ports 9 - ebays I dont have my star ports on the same hotkey as the rest because if you set medivacs to rally on to a unit they pick it up.... so i rally and hotkey my port seperately It works for me, but in reality there is no optimal setup. Its what is optimal for you and your playstyle. If you are a very micro based player you might want 1-4 or even 1-5 for armies, if you are a 1a'er then you can probably just start CC's or whatever from 2 onwards. It about what is comfortable for you. | ||
Alaric
France45622 Posts
2 second part of main army (tanks or banshees or hellions) 3 drop early-midgame, specialized units (ghosts, ravens) or third part of main army (thors, vikings) later on 4 depends. Drops when 3 is used, or units put in a dropship 5 production facilities 6 CCs depending-on-the-mood-key upgrade buildings (ebays/armories) 6 feels very natural to me so I bind the CC at the start of the game and don't change after that. Since ² seems a little "out of place" without being as much as, say, 0, I think I'll use it for things I should check regularly, like my dropships or upgrade buildings. | ||
MegaBUD
Canada179 Posts
1 army 2 support unit 3 rax/factory/starport 4 CC/OC/PF and thats it... I use the same thing when i play toss... but for zerg i use: 1 main army 2 support unit 3 all hatch 4 queen1 (main) 5 queen2 (natural) 6 queen3 (2nd natural) | ||
Killcani
Sweden448 Posts
2 - All marines or special unit 3 - Whole army 4 - Raxes 5 - Facts/starports 6 - CC 1 7 - CC 2 8 - CC 3 9 - CC 4 Am I the only one putting my CC's on different hotkeys? makes it alot easier to swap between them imo. Only downside is i have to move my hand abit to reach 7 and beyond. | ||
Sv1
United States204 Posts
Units: 1. Bio 2. Tank/MECH 3. Vikings 4. Raven/Banshee/Dropship harass TvP: 1. Full Bio+Medivacs 2. Marines (specifically even though also in 1) 3. Vikings 4. Ghosts or Raven TvZ: 1. Marines 2. Marauders 3. Mech 4. Ravens/Drop/Banshee/Hellions Constants: 5. Is always CCs 6. Engs/Armories 0. Production* *Since terran have no use for W, I put W as a secondary hotkey to 0. CTL+W and Shift+W makes it really nice for adding buildings. W is in the nice neighborhood of the rest of the unit binds and close to tab. | ||
gogogadgetflow
United States2583 Posts
1 - CCs 2 - barracks 3 - factories 4 - starports 5 - sometimes armories/engie bays I could improve my play a lot by hotkeying units but watever. The fact that I do pretty well shows the importance of constant worker production, maybe? | ||
Zaixer
Sweden82 Posts
1-3 units 4 all production buildings 5 main 6 expo1 7 expo2 etc I find that this setup let you keep much better check on CC energy, SCV saturation, geysers and rallypoints. At 2 bases I would say that its clearly superior to the cookie cutter setup, it might be a bit slower to build SCVs lategame but I think that avoiding the slow clicking on the minimap as much as possible is very important. | ||
GiantHandBanana
United States51 Posts
1234567890 to 1234567yhn and rebound pretty much all of the hotkeys to fit within that "box." I play random, but for Terran I put my engy bays on n and armories on h if I'm meching and anything of interest on y (forward pylon for protoss, scouting ov/os for zerg, not really much I do with it for terran, but I do like using them for ghosts when I actually build them) | ||
Mowr
Sweden791 Posts
1-3 army 4 barracks 5 starport 6 factory I rarely use the rest. I am really uncomfortable with putting all the production on one key. Tried it but it feels like i have more conrol with them on separate keys. | ||
faulty
Canada204 Posts
1 main army 2 light/air units (tvz/tvp) 3 spell casters/drops 4 CCs - desperately want to change this and getting good ideas from this thead :D. maybe tab or Q 5 all production - this is what I switch and it feels incredibly awkward, rather have rax separate 6 upgrades I'm seeing some great suggestions here to finally start using location bindings, like on spacebar or nhy Thanks! | ||
UruzuNine
Canada162 Posts
![]() 1 - 4: Army (placement of what units go where vary by build and current unit comp/size) 5: Command Centres 6: Barracks 7: Factories 8: Starports 9: Engineering Bays 0: Armories | ||
Jager
United Kingdom140 Posts
3 factory 4 barracks 5 CC 6 starport | ||
tainted muffin
United States158 Posts
1-3 Army 4 All command centers 5 Barracks 6 Factory/star 7 Upgrades | ||
HairyProboscis
Canada63 Posts
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SoapSC
Netherlands112 Posts
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azn_dude1
162 Posts
3 rax 4 CC 5 fact 6 starport 7 ebay/armories I kind of don't like only having 2 keys for army. Has anybody tried putting production structures separately and putting them all on one hotkey? Which one do you personally think is better? | ||
BONE
United States176 Posts
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Hoban
United States1600 Posts
5: Upgrades 6 / `: Building SCV's (3) Alt+1: Barracks Alt+2: Factory Alt+3: Starport Alt+ `: CC's 3 extra buttons on mouse, 1 is alt, the other two are f5 and f6 so I can easily bind and switch to 2 separate points. Considering switching mouse button to Ctrl so I can easily reassign control groups (and change the save camera hotkey to ctrl+f5 and ctrl+f6) | ||
Chronald
United States619 Posts
I do play with Grid Setup as the base, as I personally feel the Grid is more efficient of a layout than the standard one. You don't have to memorize hotkeys, and you don't need to move your hand from prime gaming position (ie the base of your pinky finger sitting right above the left CTRL key) My Terran Hotkeys are as follows : Tilde (1/2 key) - CC's 1 - Rax(s) 2 - Fact/Star (depends on build) 3 - Fact/Star (depends on build) 4-0 Army I picked up this setup from playing a lot of Protoss and setting my observers to 8,9,0 so that I can jump to them super fast and check whats going on, reposition, etc. I find that putting production structures right above the grid keys gives my hands optimal travel distance from hotkey to hotkey. For army hotkeys, I usually do marine/marauder in 4, tank/medivac in 5, tank/medivac in 6, banshee/viking in 7 then 8,9,0 I use for ghosts/thors/bcs/helion/drop medivacs etc. Basically 8,9,0 are my keys that are used when i need to focus on one or two units at once, the rest are for big armies. Some terran players I have practiced with actually use two hotkeys for their main MMM army, this seems to work for them, give it a try, surrounding and flanking actually becomes a hell of a lot easier. Hope this helps. Also - I put Space Bar to Base Camera Jump (or w/e its properly named) and got rid of Jump to Notification (or w/e its called). EDIT: My ladder score with Protoss is sitting around 3500 diamond, and my PP's are between my level and 3k Master Terrans. | ||
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