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Using Zerg control-groups - Page 2

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AndrewGreve
Profile Joined February 2010
United States30 Posts
March 02 2010 17:32 GMT
#21
9 - all queens and hatches(you can use the army icons to cast spawn on each hatch individually, the queens are smart and the closest queen will cast. So without moving screen just r/click/r/click/r/click/r/...)
0 - all hatches (if i need to change a specific drone spawn or army spawn waypoint, i spawn them and give a new waypoint)
FYI there is a cap on larva even with larva spawn, it's close to 19, after that all spawn larva kill larva as they pop.
StutteR
Profile Blog Joined January 2010
United States1903 Posts
March 02 2010 17:39 GMT
#22
wait. you can have more than 7 larvae per hatchery? up to 19? damn.
`~` | effOrt Movie sKyHigh forever & SEn
zatic
Profile Blog Joined September 2007
Zurich15365 Posts
March 02 2010 17:42 GMT
#23
You guys really don't hotkey your nydus?

I have like
1-3 units
3 - 1st queen early game
4 - mbs hatcheries
5-8 hatcheries
0 - nydus

Hotkeying nydus is soo helpful for quick backstabs when they are not paying attentionen during fights or when they move out.
ModeratorI know Teamliquid is known as a massive building
jabberwokie
Profile Joined September 2009
Canada142 Posts
Last Edited: 2010-03-28 15:12:23
March 02 2010 17:46 GMT
#24
even if you have smart casting I like having all hatcheries on 4 army is 1-3 and queens at respective expansions are 5-7 nydus network is 0

for late game army mobility I like having nydus exits next to each hatchery and the drones rally to minerals and units to the nydus.

right now I am top 8 gold league division 14

edit:03/28/2010 In plat now mostly due to a change here
I use 1-4 army 4 all hatch 5 all hatch that have queen and the queen 0 nydus 9 overseer somtimes 7-8 drones at bases (I usualy control group my first 10 drones and use them over the corse of the game to make all my tech starts as 3 and moves if army is too big before i use them all) If I take a sneaky expansion I want to hide I seperate rally and control group by queen and hatch at main 4 and queen and hatch at expand 5.
MiyaviTeddy
Profile Blog Joined October 2008
Canada697 Posts
March 02 2010 17:53 GMT
#25
kinda depends for me.

Starting off: 1-9 is the main hatchery.
Then afterwards, 2-4 any of them is scout, 5 will be the next expansion.

but after a while, I often divide areas and group all the hatcheries of that area in one group and hotkey them to like 5-9 or something.
1-4 is army, 5-9 is hatcheries groups.
Aiyeeeee
loft
Profile Joined July 2009
United States344 Posts
March 02 2010 17:59 GMT
#26
individual hotkeys for queens (wherever you want them) time them so larvae are happening at the same time so you just cycle through your queens 1 time per cooldown.

Right now just all hatches into 1 hotkey.. maybe that will change, but hasn't had to...

Better to control army with multiple hotkeys to setup flanks and position. Z is just so fast on creep (remember to macro your creep tumors too... its free after all)

Overseer 1 hotkey as well, to drop your changeling scout regularly.
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
Last Edited: 2010-03-02 18:07:26
March 02 2010 18:06 GMT
#27
On March 02 2010 10:05 SuperXlax wrote:
Show nested quote +
On March 02 2010 10:00 TelesisGQ wrote:
On March 02 2010 09:48 SuperXlax wrote:
Dunno if anyone has noticed this, but you can Hotkey all your hatcheries and queens to one group, if you hit tab until you have the queens selected, you can click Spawn Larvae(R) and just click on the the hatchery boxes in the control group on the bottom.



Will this make all your queens inject larvae in all the respective hatcheries accordingly and simultaneously?? OMFG, that would be amazing but I doubt it works like that.

It does it however many times you Spawn Larvae on each respective Hatchery, smartcasting takes over and it chooses the closest queen to the Hatchery you clicked on to do the job. :D


holy shit I did not even think of this, genius.

If it actually works like this, it means you can easily & quickly spawn larvae at all your hatches without moving your screen away from your army/battle.
next week on Everybody Loves HypnoToad:
palanq
Profile Blog Joined December 2004
United States761 Posts
Last Edited: 2010-03-02 20:46:43
March 02 2010 20:44 GMT
#28
On March 02 2010 03:35 BlasiuS wrote:
Show nested quote +
On March 02 2010 03:26 TelesisGQ wrote:
So, first off, let me just say that I'm no pro-gamer, I'm not even platinum in the beta. Be that as it may, I've been doing lots of thinking about the control-group hotkeys I've been using in sc2 and how they've changed since sc1.

In SC1, I had my hatcheries on hotkeys 5-9, my different armies on 1-4, depending on how I wanted to split them. Now, in SC2, I find myself putting ALL my hatcheries on 5 thanks to the new MBS system. The problem I have with this is that when I want to go to a certain base asap, I can't just double-tap the hatch hotkey, because double-tapping 5 will take me the last hatch I added to the hotkey. So here's what I figured out: I hotkey my queens. I put the 1st one in my main on 4, 1st expo on 3, 3rd on 2. Most of my games don't go past 3 bases anyway. This way, I can jump to any base I want to, and I can inject larvae as soon as I hear it pop at every hatch I have in less than 2 seconds so it really helps my macro. Getting the inject larvae ability up is soooo important as zerg that you really have to get the timing ingrained in your skull. Anyway, just thought I'd put all this up for you guys to critique/praise/evolve.


1-3: army
4: first queen (spawn larvae is very important in early game), later on I simply use this for my army
5: main hatch
6: expo hatch
7: 3rd hatch
8: 4th hatch
9: 5th hatch
0: all current hatches

I find this gives me greatest control over worker waypoints, waypoints, queens, unit production, and massing units (and it's very similar to my BW hotkeys ). I've never gone past 5 hatches, so this setup has worked well for me so far.


this seems like the best, you can swap out 5-9 for your respective queens at those bases if you have them, too. this way you can go inject at every base quickly with double-tapping, and also macro super-easy with 0.

A similar idea with toss is:
1-3: army
4: nexuses
5: gates (with own hotkey so that you can warp in quickly)
6: all other production (robos, stargates - tab through these)
7: hotkeys 4+5+6, so that you can chronoboost quickly by selecting the icons


edit: holy shit yeah forget that, put all your queens and hatches in 1 hotkey to inject by selecting icons. although you have to have 1 queen at each hatch for this to work, otherwise you might get a random queen walking between your two bases, no?
time flies like an arrow; fruit flies like a banana
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
Last Edited: 2010-03-02 21:25:48
March 02 2010 21:24 GMT
#29
On March 03 2010 05:44 palanq wrote:
Show nested quote +
On March 02 2010 03:35 BlasiuS wrote:
On March 02 2010 03:26 TelesisGQ wrote:
So, first off, let me just say that I'm no pro-gamer, I'm not even platinum in the beta. Be that as it may, I've been doing lots of thinking about the control-group hotkeys I've been using in sc2 and how they've changed since sc1.

In SC1, I had my hatcheries on hotkeys 5-9, my different armies on 1-4, depending on how I wanted to split them. Now, in SC2, I find myself putting ALL my hatcheries on 5 thanks to the new MBS system. The problem I have with this is that when I want to go to a certain base asap, I can't just double-tap the hatch hotkey, because double-tapping 5 will take me the last hatch I added to the hotkey. So here's what I figured out: I hotkey my queens. I put the 1st one in my main on 4, 1st expo on 3, 3rd on 2. Most of my games don't go past 3 bases anyway. This way, I can jump to any base I want to, and I can inject larvae as soon as I hear it pop at every hatch I have in less than 2 seconds so it really helps my macro. Getting the inject larvae ability up is soooo important as zerg that you really have to get the timing ingrained in your skull. Anyway, just thought I'd put all this up for you guys to critique/praise/evolve.


1-3: army
4: first queen (spawn larvae is very important in early game), later on I simply use this for my army
5: main hatch
6: expo hatch
7: 3rd hatch
8: 4th hatch
9: 5th hatch
0: all current hatches

I find this gives me greatest control over worker waypoints, waypoints, queens, unit production, and massing units (and it's very similar to my BW hotkeys ). I've never gone past 5 hatches, so this setup has worked well for me so far.


edit: holy shit yeah forget that, put all your queens and hatches in 1 hotkey to inject by selecting icons. although you have to have 1 queen at each hatch for this to work, otherwise you might get a random queen walking between your two bases, no?


Now that I think about it, I think you're right; that could easily happen if, say, you tried to spawn larvae at your 1st hatch, and your 1st queen didn't have enough energy, but your 2nd queen DID have enough energy, then she would walk from your nat to your 1st hatch bad

Based on that, this seems like a good setup:

1-4: army
5: main hatch + 1st queen
6: expo hatch + 2nd queen
7: 3rd hatch + 3rd queen
8: 4th hatch + 4th queen
9: 5th hatch + 5th queen
0: all current hatches

That way, spawning larvae at your hatches is a simple matter of 5,tab,r,click hatch frame,6,r,tab,click hatch frame, etc.
next week on Everybody Loves HypnoToad:
Tef
Profile Joined April 2008
Sweden443 Posts
Last Edited: 2010-03-02 23:22:36
March 02 2010 23:21 GMT
#30
Early/mid game:
1-3: army/scouts
4: main hatch & queen
5: last expo

Late game:
1-4: army/scouts/important unit or building
5: main hatch & queen
6: all hatcheries
0: nydus or something special

Basically its allmost the same as when I played SC1.. #6 was usually my hatchery clump. I almost never play with 7-9.

Edit: although I miss F2-F4 :[
Dont fuck up, dont fuck yourself
firebound12
Profile Joined March 2010
Canada274 Posts
Last Edited: 2010-03-20 21:22:38
March 20 2010 20:53 GMT
#31
I thought of doing another thread, but I'm going to post here instead.

It has been discussed largely that having all queens and her hatchs on one ctrl group is super efficient. Why aren't we seeing that in streams?

My hotkey settings goes like this, and it works very well:

ctrl 4 (crucial): all queens and its hatchs. Does not include other hatch w/o queens, so that you know that they won't travel to another unrelated hatch. You must have same number of queens than hatch IN THIS GROUP (Im not telling to get a queen for each of your hatch)
ctrl 5 (important): all hatchs. Except the individual hatchs that need a different way point.
Ctrl 6-0 (not that important): Individual hatches. 6 and 7 is used to center to my main base and my main expo. 8 is latest expo, or whichever i want. 6 and 7 will be freed for other uses than focus on base when F2-4 comes back. EDIT: Plz see bottom.

EDIT2: So what you click in game is this, assuming ctrl are already done:

Spawn larva time: 4, hold shift, r, left click for each hatch

Produce units: 5, s, v, r, r, r, r, z, z, z... (or any other combo )

On March 02 2010 08:49 FictionJV wrote:
If it gets to lategame and you have a lot of hatche's, try to sync your queens with your first one.

So instead of having to randomly go check hatche's constantly, just when it's time to inject larva, do it with all your queens, then wait, with all the queens again, etc

The downside is that in the first cycle you may have to delay 1 or 2 queens, but you won't delay any larva's by forgetting about macro later on.


I agree with above poster. I wait until all my queens can inject larva. this is easier to macro, and i won't have the "not enough energy" or a mismatch on queen w/energy with another hatch whose queen has ran out of energy. Plus, you WILL know that inject larva is done, since if you go 2hatchandqueens+, its 8 more larva. Yep. You'll notice.

I also disagree with the 1 queen for the first 2 hatch in early/midgame. Creep tumor and health is so powerful.
Creep tumor: Use it on your main base queen first, so that you can easily connect to expo, and main base queen naturally have more energy than the fresh new expo queen. Put another creep tumor from expo, so that it creeps to enemy base or ur other expo.
Transfusion: This is underrated. you should always have 2 spine crawler in front, since the min/gas ratio has change. Transfusing a spine crawler when its about to die makes enemy angry :D transfusing an ultralisk is even more evilish XD. Spine crawler in main base is also a good choice, but depend on situation. the main base queen will be able to transfusion the main base spine crawler. Or to transfusion an important building (roach/hydra den/spire/ESPECIALLY nydus network)

In most of my games, I only have 2 queens, but I do not see why you shouldn't go 3+ queens if its late game. 2 queens is enough IMO until late game, because you will not have enough resources. Plus, when ur 3rd base will be up, im sure ur main base will be already mined out.

I suggest always 2 queens, because of queen harass and queens are really weak. Phoenixes are really hard to push back, and with 3 phoenixes you can say bbye to queen. Good thing you had the other queen no? XD Hydra build is good against phoenixes, but if youre going roach, I strongly suggest spore crawlers against P. Put around ur queen so that itll b harder to kill. Trust me, queen's antiair is only good against observer, overlords or other weak air units.

EDIT:

On March 03 2010 02:42 zatic wrote:
You guys really don't hotkey your nydus?


I do hotkey Nydus network. When the F2-4 keys will be implanted, Im going to use 6 and 7 for my upgrade building(s) and my 2 nydus network.

Advantage of 2 nydus network: I've never seen someone doing 2 NN. Sad, because if enemy nuke or kill ur last nydus network/worm, ALL ur army die. I place 2 network on diff places (main base/expo, maybe those w/queens). My queens can transfusion them if theyre about to die, and plus you can build 2 nydus worms at the same time! take that u 20 secs build time! :D You can either build 2 at the same place to vomit faster, or build 2 in 2 diff places to scare enemy off. If he move army on 1, go to the other. Mindgames are fun :D
diehilde
Profile Joined September 2008
Germany1596 Posts
March 20 2010 21:11 GMT
#32
lol there goes my lil secret for perfect macro ^^ in late game you really should hotkey all your queens and hatches to one hotkey, hold shift, press R and click all hatchery icons from left to right - done.
Savior: "I will cheat everyone again in SC2!" - SCII Beta Tester
CryGirl1921
Profile Joined February 2010
Poland78 Posts
March 20 2010 22:12 GMT
#33
1,2,3 - army
4, - hatcheries
5,6,7,8 - queens
BluBla
Skyze
Profile Blog Joined November 2008
Canada2324 Posts
March 20 2010 22:16 GMT
#34
Know what I've been doing? Ive only played 5 games of Z, but heres how it looks.

1 - Hatcheries in MAIN (so weither its 2 or 3 hatchs, only from the main on 1)
2 - Hatcheries from FIRST expo (same rule, doesnt matter how many, as long as its from expo)
3 - Hatchs from 2nd expo
4 - Queen

That way, if I want to goto my first expo (natural), I just press 2. if I want to goto my main, press 1.. Works well.
Canada Gaming ~~ The-Feared
firebound12
Profile Joined March 2010
Canada274 Posts
Last Edited: 2010-03-20 22:25:03
March 20 2010 22:18 GMT
#35
On March 21 2010 07:12 CryGirl1921 wrote:
1,2,3 - army
4, - hatcheries
5,6,7,8 - queens


why? you have to return to your base everytime, and for each queen. And then aim for the hatch. putting individual queens or hatch for spawn larva is too APM intensive, while all hatch queens in 1 ctrl group does the same thing much much faster. It's already discussed in Pro tips thread too:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=114943

EDIT:

On March 21 2010 07:16 Skyze wrote:
Know what I've been doing? Ive only played 5 games of Z, but heres how it looks.

1 - Hatcheries in MAIN (so weither its 2 or 3 hatchs, only from the main on 1)
2 - Hatcheries from FIRST expo (same rule, doesnt matter how many, as long as its from expo)
3 - Hatchs from 2nd expo
4 - Queen

That way, if I want to goto my first expo (natural), I just press 2. if I want to goto my main, press 1.. Works well.


having all queens and its hatch does NOT serve the purpose of refocusing on ur bases (does not work at all, though have to check which hatch is being centered if so). do it when F2-4 keys are functional again, or use other ctrls to focus on ur base. Like what i suggested up (ctrl 6 and 7). Plus, your settings are not that good since you really need at least ctrl 1-3 for ur army. theres a reason why Blizz have put everything on the left hand side. I dont think you want to click 7, a, left click instead of 1aclick
Tiazi
Profile Joined February 2010
Netherlands761 Posts
March 21 2010 00:02 GMT
#36
1-3 for my armies
4 for all hatcheries just to make unites fast without having to tab.
5 has all hatcheries + all queens. Shift + r + click all hatcheries for super easy macro management of the larva.

For me every new expansion gets a queen. With the method explained above its really easy to control 5-6 bases with queens. Plus, having a queen in your base gives you some basic defence against a lost hydralisk or something.
"A brilliant yet deluded man once said, 'Introduce a little anarchy. Upset the established order, and everything becomes chaos.' Gumiho is that agent of chaos." -monk
FUTL
Profile Joined September 2009
Vatican City State19 Posts
March 21 2010 01:18 GMT
#37
On March 21 2010 09:02 Tiazi wrote:
1-3 for my armies
4 for all hatcheries just to make unites fast without having to tab.
5 has all hatcheries + all queens. Shift + r + click all hatcheries for super easy macro management of the larva.

For me every new expansion gets a queen. With the method explained above its really easy to control 5-6 bases with queens. Plus, having a queen in your base gives you some basic defence against a lost hydralisk or something.

Just wanted to write same thing...
I have tried few methods and this one is best imo
onmach
Profile Blog Joined March 2009
United States1241 Posts
March 21 2010 01:45 GMT
#38
I posted earlier in the thread, and I've since totally changed my setup. 4 for hatches with queens and the queens themselves (only hatches that have queens next to them), 5 for all hatches I want to produce units from, 6 for a new hatch at a new expo that may need more drones, when I don't want drones travelling across the map to it from other hatches.

I now do this because macro is about million times easier. Any zerg who isn't hotkeying both hatches and queens is doing it wrong. I was debating some guy on a stream who separates his hatches to different keys and manually selects queens. I'm sorry dude, you are wasting your time and racking up losses with an inferior setup. With hatches + queens, you can macro in battle without missing a beat and have larvae right when the battle ends.
Koffiegast
Profile Joined February 2010
Netherlands346 Posts
March 21 2010 01:57 GMT
#39
On March 03 2010 02:39 [ur]Chin wrote:
wait. you can have more than 7 larvae per hatchery? up to 19? damn.


means you prolly didnt evolve a thing for the last 5 mins.
Wut
TadH
Profile Blog Joined February 2010
Canada1846 Posts
March 21 2010 02:01 GMT
#40
Wow I feel vastly different with the way I hotkey, it looks something like this

1 Main hatch
2 1st Queen
3 Army
4 Scout

Later in the game it looks like this

1 main hatch and 1st expo
2 both my queens
3 Army
4 3rd hatchery
5 4th hatchery and so on

I really like have 1 as my hatchery as it is so much easier for me to press 1sd, rather then 3 or 4sd, also having my queen as 2 allows me to really hit 22r or 2r very fast, I also like binding my scout to 4 and my army to 3, cause after i finish injecting i just hit 33 and patrol or move with my army, also having my first two hatcheries on one key allows me to waypoint and set rally faster. Each additional hatchery can be also binded to 1 to set rallies but also left on its own, for production and sending to minerals.

Just my thought though
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