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Optimal terran hotkey-setup? - Page 2

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Son of Gnome
Profile Blog Joined October 2010
United States777 Posts
March 29 2011 18:10 GMT
#21
Mine is 1 main army
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
Whatever happens, happens
emythrel
Profile Blog Joined August 2010
United Kingdom2599 Posts
Last Edited: 2011-03-29 18:13:53
March 29 2011 18:11 GMT
#22
1 - ground army and medivacs
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.
When there is nothing left to lose but your dignity, it is already gone.
Alaric
Profile Joined November 2009
France45622 Posts
March 29 2011 18:14 GMT
#23
1 main army (bio, or hellion if full mech)
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.
Cant take LMS hipsters serious.
MegaBUD
Profile Joined September 2010
Canada179 Posts
March 29 2011 18:16 GMT
#24
Ima noob so...

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
Profile Joined October 2010
Sweden448 Posts
March 29 2011 18:18 GMT
#25
1 - One Special unit usually maraudesr/vikings/ghosts/thors/medics
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
Profile Joined June 2010
United States204 Posts
March 29 2011 18:19 GMT
#26
TvT:

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
Profile Joined March 2010
United States2583 Posts
Last Edited: 2011-03-29 18:21:50
March 29 2011 18:20 GMT
#27
3.4k Master

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
Profile Joined June 2010
Sweden82 Posts
March 29 2011 18:22 GMT
#28
I have a different setup that I have not seen many others use.

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
Profile Joined April 2010
United States51 Posts
March 29 2011 18:25 GMT
#29
I rebound my control groups from
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
Profile Joined November 2010
Sweden791 Posts
Last Edited: 2011-03-29 18:28:27
March 29 2011 18:25 GMT
#30
Caps lock for CC:s (really good, try it)
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.
Kill one man and they'll call you a murderer. Kill an army of men and they'll call you a general. But kill all men and they'll call you a god.
faulty
Profile Blog Joined November 2010
Canada204 Posts
Last Edited: 2011-03-29 18:53:48
March 29 2011 18:53 GMT
#31
switch mine around recently:

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!
"More gg, more skill" - White-Ra
UruzuNine
Profile Joined September 2010
Canada162 Posts
March 29 2011 19:01 GMT
#32
I like to use everything that's given to me.

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
Profile Joined December 2010
United Kingdom140 Posts
March 29 2011 20:12 GMT
#33
depending on composition I would have main army on 1, tanks/ravens on two so I can seige/PDD it up.

3 factory 4 barracks 5 CC 6 starport
tainted muffin
Profile Joined August 2010
United States158 Posts
March 29 2011 20:18 GMT
#34
This is what i use
1-3 Army
4 All command centers
5 Barracks
6 Factory/star
7 Upgrades
HairyProboscis
Profile Joined January 2011
Canada63 Posts
March 29 2011 20:22 GMT
#35
How do you bind to keys that aren't numbers? Just ctrl+the key?
Putting the sensual into non-consensual.
SoapSC
Profile Joined February 2011
Netherlands112 Posts
March 29 2011 20:24 GMT
#36
It doesnt really matters whay other guys use , just what u preffer
umad?
azn_dude1
Profile Joined October 2010
162 Posts
March 29 2011 20:27 GMT
#37
1 and 2 army
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
Profile Joined August 2010
United States176 Posts
March 29 2011 20:29 GMT
#38
I always hotkey a SCV to '0' so when I'm in a battle or moving I can hit 00 to pull him up and make a depot if getting close to supply count, or throw down a building if I notice my minerals getting high...
Hoban
Profile Blog Joined February 2011
United States1600 Posts
March 29 2011 20:35 GMT
#39
1-4: Army
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)
"I am a leaf on the wind."
Chronald
Profile Joined December 2009
United States619 Posts
Last Edited: 2011-03-29 20:36:55
March 29 2011 20:35 GMT
#40
I usually do something a little different from most when I play terran.

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.
Got that.
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