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Optimal terran hotkey-setup? - Page 4

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TimeSpiral
Profile Joined January 2011
United States1010 Posts
April 12 2011 18:24 GMT
#61
I think this is an important topic. I will provide my input.

Notice; My hotkey setup actually changes as the game progresses. I will offer my specific hotkey setup below, but I'd like to talk about theory.

Stim
- It is vitally important that your marines and your marauders share an exclusive hotkey.
- You should NOT be activating Stim from your primary Army Hotkey.
- Example:
+ Show Spoiler +
Routine: 1+a+click+2+t

- Reasoning:+ Show Spoiler +

There are times where, depending on your selection, your marines and marauders do not gain control panel priority and pressing 'T' will not activate Stim. You cannot rely on your primary hotkey to activate stim. It could cost you the game.


Siege Tanks
- It is obvious that your tanks need their own hot key, what is less obvious is what key that should be. In all match-ups where you are relying on tanks, it is key that you have a snap-siege reflex. For this reason I prioritize Siege Mode over stimming my MM.
- Siege Tanks almost always get hotkey [2], or, the hotkey directly to the right of my primary army hotkey (I use [1])

Ghosts and EMP

- Your Ghosts will always take control panel priority over your MM. They cannot be on the same hotkey as you use for Stim.
- I like to put my Ghosts on the hotkey directly to the right of Stim.
- EMP is not an optional weapon versus Protoss. It is a requirement. So is stim, if you're using Bio. It is unforgivable to have your Ghosts and your Stim on the same hotkey. If you miss your stim, or your EMP, or both, the Protoss will survive with his entire army, and you will have nothing left.

Production Facilities
- I use one hotkey for all my production facilities. I break it down in my head that (One Tab = Factory, Two Tabs = Starport.) This allows me to quickly macro through all my production facilities tapping tab with my ring finger or pinky.
- I think this is superior to having three hotkeys as there is less chance of striking the wrong hotkey if you are always only hitting the same one.
- I use [9] for my production facilities.

I'm not really going to get into the obvious ones, like scouts, expos, and upgrade facilities, but I think the ones I mentioned above are a little more subtle in some ways and could help some players who read it.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
Xirroh
Profile Joined May 2010
Canada146 Posts
April 12 2011 18:38 GMT
#62
I use a VERY custom set up.

1/2 or ` key (next to the 1) - CC's -> Mule and Scan switched (mule - c , Scan - e)
1 - Starports
2 - Factory's
W - Barracks -> place your middle finger on W, your other two fingers naturally rest on A and D.
3 - 8 - Units -> Allows you to use 6 total unit control groups with ease.

This set up makes it easy to 'tap' through your structures.

Attack is changed to Q. -> Place ring finger on Q, now pointer can reach 3-8 with ease.
Caster Abilities (Ghost and Raven) are on E, R and T -> easy access. (Mini grid format)
Stim on F -> Personal preference.

Extra: One of the screen position buttons (f2-f5) is set to the 'Tab' key. So that shift + Tab sets a screen position and Tab returns you to it. I use this to set my forward position location to the Tab key.
simme123
Profile Blog Joined February 2010
Sweden810 Posts
April 12 2011 18:44 GMT
#63
I try yo get 4 free control groups for terran 1 stimable army, 2 tanks, 3 ghosts, 4 ravens

5 cc 6 all production 7 dropships
dudeman001
Profile Blog Joined February 2010
United States2412 Posts
April 12 2011 20:33 GMT
#64
There's a lot of different hotkey setups out there :O I'm debating modifying mine so I can have rax/facts/ports on separate keys, but for now:

Early Game (non-listed are irrelevant):
1 units
3 scout scv
4 builder scv
5 production (all)
6 CCs
F1-F4 map locations saved as main, natural, 3rd and 4th bases, 5th map location saved as main's ramp.

Mid-late Game:
1 army (mmm if bio, hellions if mech)
2 army (tanks, or tanks+thors if meching)
3 army (generally reserved for air units, ghosts or drop harass)
4 builder SCV(s)
5 production (all)
6 CCs
7 Upgrade buildings
Sup.
Marl
Profile Joined January 2010
United States694 Posts
April 12 2011 20:41 GMT
#65
I HIGHLY recommend rebinding 9 and 0 to Q and W. None of the terran units use Q and W and they are pretty much prime real-estate.

1: Techlab Factories or Raxes
2: Reactor Factories or Raxes
3: Starports
4: Command Centers
Q: Army Ball
W: Spellcasters/flying units/etc
5: Obscure stuff like scouts/drops

XXXSmOke
Profile Blog Joined November 2004
United States1333 Posts
April 12 2011 21:04 GMT
#66
On April 13 2011 05:41 Teogamer wrote:
I HIGHLY recommend rebinding 9 and 0 to Q and W. None of the terran units use Q and W and they are pretty much prime real-estate.

1: Techlab Factories or Raxes
2: Reactor Factories or Raxes
3: Starports
4: Command Centers
Q: Army Ball
W: Spellcasters/flying units/etc
5: Obscure stuff like scouts/drops



Wow I didnt ealize that about Q and W. Great find!
Emperor? Boxer disapproves. He's building bunkers at your mom's house even as you're reading this.
narcissus
Profile Joined October 2010
Denmark53 Posts
April 30 2011 16:47 GMT
#67
Was looking for some idea for customizing my terran hotkey, and funded some good ideas here.

I just got a question:
At what key do you bind the Land/lift off building?

For me, the land and liftoff key (L) is to faraway from my other hotkeys, and when you do a lot of switching add-ons or saving building from enemy fire, clicking L can be be a bit of a pain/slow.

Currently I have Land/liftoff at "W", same goes with lower supply depot, but after reading this thread, I would like to have the W/Q as control groups, but at the same time, have the land/lift key closer then "L".

Hope some one can help
Thanks
123asop
Profile Joined March 2010
United States31 Posts
April 30 2011 16:57 GMT
#68
I use
1-3 army
4-CCs
5-Production buildings
6-eng bays/armories
don't really use 7-0
and
f2-main
f3-natural
f4-production facilities
You miss 100% of the shots you don't take.-Wayne Gretzky| SeleCT | HerO | Stephano
omegan
Profile Joined April 2011
76 Posts
April 30 2011 17:20 GMT
#69
I don't know why most people use 1 as their main army. It is a really uncomfortable key to double click.
phoenixfeather95
Profile Blog Joined January 2011
665 Posts
April 30 2011 17:30 GMT
#70
i'm a plat level terran so... yeah

1- main army
2- secondary (eg dropships etc.)
3- rax
4- fact
5- star
6- all CCs/OCs/PFs
7-9 individual CCs/OCs/PFs
@dbrisingr
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
April 30 2011 17:43 GMT
#71
Grid isn't more efficient, it's just easier to memorize. With the same logic you could justify building superfluous gateways to 'improve your macro'. A proper hotkey layout shouldn't have the 'Z' key for any number of active abilities, since it's just harder to reach than, say, the 'T' key.

More on-topic, hasn't this thread been done about 20 times before?
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
MockHamill
Profile Joined March 2010
Sweden1798 Posts
Last Edited: 2011-04-30 17:51:48
April 30 2011 17:51 GMT
#72
I have set up everything on QWEASD.

Make Buildings example:

Q = Basic Building
W = Advanced Buildings
QQ = Make Supply Depot
QW = Make Barrack
QE = Make Refinery
WQ = Make Factory
WW = Make Star Port

Make Units from Barracks
Q=Marine
W=Marauder
E=Reaper
A=Ghost

Make Units from Factory
Q=Hellion
W=Tank
E=Thor

Make Unit from Starport
Q=Viking
W=Medivac
Blank=Raven
A=Banshee
S=Battlecruiser

Command Center
Q=Make SCV
W=Upgrade to Orbital Command
E=Upgrade to Planetary Fortress

Orbital command
Q=Make SCV
W=Call down Mule
E=Scan

Unit Abilities for Ghost
Q=Snipe

Unit Abilities for Tank
Q=Siege
W=Unsiege

Basic Commands:
A=Attack
S=Stop
D=Patrol

I use 1 and 2 for army, 3 for all military buildings and 4 for all CC.
crystyxn
Profile Joined November 2010
Romania254 Posts
April 30 2011 18:17 GMT
#73
For upgrade facilities and starports I use the hotkey for the CC and click them separately. I do this because I'm stubborn.
"You should be the one putting pressure on your opponent, not the other way around." - Artosis
Ballcuzzi
Profile Joined April 2011
United States20 Posts
May 10 2011 06:53 GMT
#74
1. Marine/Marauder OR Hellion
2. Ghost OR Thor
3. Medivac OR Siege Tank
4. CC
5. Barracks
6. Factory
7. Starport
8. Scout
9. Drop/Harass (I use the "Q" key)
0. Upgrades (I use the "W" key)

I was interested in learning SeleCT's control groups but I just can't seem to get the hang of it since he changes them sometimes mid-game and it confuses me.
SweetAs
Profile Blog Joined April 2011
New Zealand290 Posts
Last Edited: 2011-05-10 07:01:47
May 10 2011 07:01 GMT
#75
The mechanics between korean terrans/protoss and foreginer terran/protosses excluding the eastern European players is staggering. Watching western players mouse scroll to each command centre/nexus is painful.

A player with awesome hotkeys/mechanics is Brat-Ok, watch his replays and copy everything he does.

I recommend all of your command centres on 3/4/5, and then have each individual command centre hot keyed from 0 through to 7. All your units can be divided into hotkeys 1 -3, while your production facilities can be 4/5/6.

I don't want to name any names, but watching some north American terrans/protoss first person view is just horrible in comparison with the koreans.
CJ.sAviOr : oGsjookTo : mTwDIMAGA
stevarius
Profile Joined August 2010
United States1394 Posts
May 10 2011 07:05 GMT
#76
1 - CC's
2 - Rax
3- Factory & Starports
4 - Main Army
5 - Tanks
6 - Drops/Casters
7-0 : Can be really anything it's completely based on the game.
¯\_(ツ)_/¯
Xova
Profile Joined November 2010
United States342 Posts
May 10 2011 07:07 GMT
#77
1- Main army
2- Tanks/buffer units
3- Air units
4- Barrack
5- Factory/Starport
6-CC
7-CC

~- Liftoff
Q- Patrol.
If you're a Starcraft fan, you're an Lim Yo Hwan fan.
SpaceToaster
Profile Joined October 2010
United States289 Posts
May 10 2011 07:27 GMT
#78
I use grid, it feels right to me, probably cause its so intuitive. I have big hands though so the big stretches are pretty easy (I can ctrl+0 with my left hand pretty easily)

1 Largest force (usually my MMM or helions if I go mech)
2 Tanks or Thors or Vikes in TvP(not both, will put Thors in 1 if I have both)
3 Ghosts/Ravens
4 Drops/Banshees/Reapers (any harass units)
5 CC's
6 Rax
7 and 8 are Factories and Starports, with the one being used more often on 7
9 and 0 are either engi's, armories, or units at watchtowers that are not part of the army.
CodeskyE
Profile Joined January 2011
United States777 Posts
May 10 2011 07:30 GMT
#79
my setup is something like this

1 CC
2 Rax
3 Fac
4 Starport
5 Units
6 Units
7 Units
8 scout


the reason i do this is that i use pinky for 1, q, a, z buttons and it's easier for me to go 5a6a7a8a using pinky (a) and index finger (numbers 5 to 8)
BC.KoRn
Profile Joined February 2003
Canada567 Posts
May 10 2011 07:30 GMT
#80
1. Main Army (Bio) - SCV Constructing 1st Barracks
2. Secondary Army (Mech) Tanks - Thors - Hellions etc
3. Command Centre - Specialty Units - Raven - Ghosts
4. Specialty Units
5. All Buildings
6. Command Centre
7. What ever
8. What ever
9. What ever
0. Command Centre
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