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[G] Pro Tips (UI) - Page 6

Forum Index > StarCraft 2 Strategy
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GoDannY
Profile Joined August 2006
Germany442 Posts
April 07 2010 06:27 GMT
#101
Regarding rally points:



This is some pretty sick use of this option
Team LifeStyle - it's more than a game
pRo9aMeR
Profile Blog Joined September 2008
595 Posts
April 07 2010 06:51 GMT
#102
On March 24 2010 15:44 pRo9aMeR wrote:
Show nested quote +
On March 21 2010 14:22 CharlieMurphy wrote:
ctrl+f makes you green and your opponent red on screen and minimap. Very helpful if you are sick of being blue or red every game.


I'm at work now, but as I remember, it's ALT+F and not CTRL+F. I could be mistaking but could someone verify which one it is? I'll do it when I get home in 7 hours either way.



So, I forgot about posting it but I was correct. Alt+F changes the player colors just like shift+tab did in sc1.

Oh, and that rally-blink move is great. I'm gonna try it soon. Stalkers are now toss's semi-reapers
In training...let's play, gg! d^..^b
Trollfar
Profile Joined April 2010
Sweden22 Posts
April 07 2010 10:47 GMT
#103
I did read everyone but i maybe missed some. But with the warp gates if you are just gonna mass the same kind of unit you can hold shift and just spamm click them out the map without have to press for exampel D for every dark templars. just press D then hold down Shift and click them out.

I do this and thinks its a small difference at least ^^

and yes with the "W" hotkey as some already mentioned, its a really fast way to do this. W then D then hold shift and mass click. doesnt make that big different if you got 2 warpgates but if you have 12 warpgates to mass warp zealots or whatever i think the Shift is really usefull!

Some1 maybe already mention this sry for missed it.

I was gonna mentioned the "Blink-rally" tip as "GoDanny" just showed a clip on. because that is really nice! have tried it and its awesome. only 1 in a group of 20 stalker have failed for me so far so its really good.
sCuMBaG
Profile Joined August 2006
United Kingdom1144 Posts
April 07 2010 11:08 GMT
#104
On March 07 2010 04:11 azndsh wrote:
[*] Pressing 'W' selects all your warpgates (and excludes normal gateways).
[/list]


gotta be careful with that one.
i for example play with german hotkeys and those are doxstar keys.
qwer
asdf
yxcv (y <=> z are switched german/american)

yw for example is a pylon.
i noticed when i press w a couple times it selects my warpgates. but i'm not sure how exactly. i play z^^ just noticed it in a random game. you gotta see how it works on other language's hk
Rabiator
Profile Joined March 2010
Germany3948 Posts
April 07 2010 15:11 GMT
#105
The guys at SCLegacy have a UI Tips and Tricks page. There are quite a few entries, but one of them caught my attention and needs a bit clarification.

Workers are now targeted by default by enemy units, but repeatedly hitting "S" will lower their priority if you have the workers selected.

If this is true there are two possibilities:
Does this mean you can lower the priority of your own workers for the attacks of your opponent OR are you able to reduce the priority of your opponents workers for your own attacks? The second one would somewhat solve the "SCV + Marine rush" problem and make your Marines shoot the opposing Marines and the first one would make your workers safer if an opponent isnt microing and uses autoattack (Obi-Wan voice: "These are not the Workers you are looking for.")

More questions:
  • Does it work for other units as well or just for Workers?
  • Is there a way to reverse it?
  • Does it work for all workers or just the ones selected? (I am kinda uneasy, because the second part of the sentence uses a plural and that would not make sense if it was for all of them ... which kinda suckas again, because you have to do it for every Worker all over the map.)
If you cant say what you're meaning, you can never mean what you're saying.
CruS
Profile Joined March 2010
Sweden218 Posts
April 07 2010 15:11 GMT
#106
On March 24 2010 18:00 GoDannY wrote:
Show nested quote +
On March 24 2010 15:57 Newguy wrote:
-If you zoom in for a second its easier to click attack on a worker building a barracks.


Reminds me of another cool thing:

If you hit, if I'm not mistaken, DEL (and another button next to it, dont remember tough) you can move the camere by 30° or sth around that as long you keep the button pushed.

That might gives you the opportunity to attack a worker while he is "hidden" behind the barracks.



if you are trying to attack an scv building a barrack, if there is no other units around (for example your first probe harassing a bit) a move close to the barracks usually does the trick, if the scv is not inside the barracks.
Whoever fears suffering, is already suffering from what he fears.
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
April 07 2010 15:16 GMT
#107
On April 08 2010 00:11 CruS wrote:
Show nested quote +
On March 24 2010 18:00 GoDannY wrote:
On March 24 2010 15:57 Newguy wrote:
-If you zoom in for a second its easier to click attack on a worker building a barracks.


Reminds me of another cool thing:

If you hit, if I'm not mistaken, DEL (and another button next to it, dont remember tough) you can move the camere by 30° or sth around that as long you keep the button pushed.

That might gives you the opportunity to attack a worker while he is "hidden" behind the barracks.



if you are trying to attack an scv building a barrack, if there is no other units around (for example your first probe harassing a bit) a move close to the barracks usually does the trick, if the scv is not inside the barracks.


Just attack-move right next to the barracks. The SCV building has higher threat level than the building itself.
next week on Everybody Loves HypnoToad:
muzzy
Profile Joined March 2010
United States640 Posts
April 07 2010 15:23 GMT
#108
[QUOTE]On April 07 2010 14:05 Arcalious wrote:


Load (set to transport units)
Rally Points can be used to instruct newly constructed units to automatically load into transports. This works two differnt ways. One way is to set a unit contructing buildings Rally Point on a transport unit to instruct newly constructed units to automatically load into the transport. Example, set the Factory Rally Point on a Medivac, queue up a Siege Tanks and when the Siege Tank is done building it will load into the Medivac automatically. Another way is to set the Rally Point on a transport constructing building to a unit and when the transport is done building, it will automatically load that unit. It is also possible to queue up multiple transport and units. For example, set the Rally Point using smart queueing on multiple transports and new constructed units will load into the multiple transports until they are full. Note that once a transport is fully loaded, newly cronstructed units will follow the transport instead of loading.
/QUOTE]


I'd also like to note that you can rally hatcheries to load into the nydus worm. Useful once you've got a good network setup or if you're pressing a nydus attack on an enemy.
CruS
Profile Joined March 2010
Sweden218 Posts
April 07 2010 15:31 GMT
#109
On April 08 2010 00:16 BlasiuS wrote:
Show nested quote +
On April 08 2010 00:11 CruS wrote:
On March 24 2010 18:00 GoDannY wrote:
On March 24 2010 15:57 Newguy wrote:
-If you zoom in for a second its easier to click attack on a worker building a barracks.


Reminds me of another cool thing:

If you hit, if I'm not mistaken, DEL (and another button next to it, dont remember tough) you can move the camere by 30° or sth around that as long you keep the button pushed.

That might gives you the opportunity to attack a worker while he is "hidden" behind the barracks.



if you are trying to attack an scv building a barrack, if there is no other units around (for example your first probe harassing a bit) a move close to the barracks usually does the trick, if the scv is not inside the barracks.


Just attack-move right next to the barracks. The SCV building has higher threat level than the building itself.



And what did I write?
Whoever fears suffering, is already suffering from what he fears.
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
April 07 2010 15:42 GMT
#110
On April 08 2010 00:31 CruS wrote:
Show nested quote +
On April 08 2010 00:16 BlasiuS wrote:
On April 08 2010 00:11 CruS wrote:
On March 24 2010 18:00 GoDannY wrote:
On March 24 2010 15:57 Newguy wrote:
-If you zoom in for a second its easier to click attack on a worker building a barracks.


Reminds me of another cool thing:

If you hit, if I'm not mistaken, DEL (and another button next to it, dont remember tough) you can move the camere by 30° or sth around that as long you keep the button pushed.

That might gives you the opportunity to attack a worker while he is "hidden" behind the barracks.



if you are trying to attack an scv building a barrack, if there is no other units around (for example your first probe harassing a bit) a move close to the barracks usually does the trick, if the scv is not inside the barracks.


Just attack-move right next to the barracks. The SCV building has higher threat level than the building itself.



And what did I write?


uh lol? you wrote move, not attack-move. They are different commands.
next week on Everybody Loves HypnoToad:
CruS
Profile Joined March 2010
Sweden218 Posts
April 07 2010 16:28 GMT
#111
Ah I wrote a move, should have had a - there

I meant attack-move!
Whoever fears suffering, is already suffering from what he fears.
gin_soaked
Profile Joined October 2009
United States18 Posts
April 07 2010 17:00 GMT
#112
On March 07 2010 05:13 mishimaBeef wrote:
Clicking 'W' selects all your warpgates (and excludes normal gateways).


pressing W on the keyboard does this?

can someone verify?


I can verify this. I tried it out today. This is going to make macro just a little easier.
Nothing in Biology Makes Sense Except in the Light of Evolution
btlyger
Profile Blog Joined February 2010
United States470 Posts
April 07 2010 17:10 GMT
#113
Hmm so this backspace will go from hatchery to hatchery? This will be EXTREMELY helpful!
"Minerals being mined. Minerals being mined. Minerals being mined." Learn how to post: http://www.albinoblacksheep.com/flash/posting
Phunkapotamus
Profile Joined April 2010
United States496 Posts
April 07 2010 18:28 GMT
#114
I was doing some testing with burrowed banelings last night to get them spread out similar to how a Brood Wars T would spread out spider mines, and I came across a neat UI feature: Burrowed units are sorted at the end of a group's selection. This is difficult to describe...

Given: The unit in the upper left of the control group is unit [0], and the bottom-right most unit is unit [N-1], where N is the number of units in the control group.

1) Select a group of unburrowed zerglings and hotkey them to a control group.
2) Click on unit [0], tell him to burrow.
3) Hit your control group hotkey
4) The burrowed unit will now be at position [N-1] in the group.
5) Repeat the process a bunch of times to individually issue burrow commands to each unit in the control group without needing to remember which unit was issued which command.

The main point behind this is: Control groups re-order themselves based on unit modifiers.

So anyway, the pro-tip of this post is that it's very quick to issue individual commands to a group of otherwise similar units, but with dissimilar properties. If you wanted to do this in BW, you'd have to click on each unit one by one. [0], [1], [2], ... [N-1] However, now you only need to click on [0] each time you select your control group, which can really speed things up.

This works with other unit modifiers in addition to burrowed. Cloaked units sort at the end of uncloaked units. I'll have to do more testing to see if other properties work in this fashion. It's quite possible that these properties have priorities over one another.
"Do a barrel roll"
Feniqs
Profile Joined February 2010
United States14 Posts
April 07 2010 18:53 GMT
#115
I have 2 pointers that I don't think anyone has covered yet:

1)_When using shift to set up a way point, or to have a worker build multiple buildings consecutively, you can use the shift to have the same worker auto build several different types of buildings simply by toggling the shift key between each different building.
e.g. To have an SCV build 3 supply, 2 eb & 1 Armory you would command it to build the lone supply, then depress shift & command it to build then next 2 sup., then lift & depress the shift & command it to build 2 eb, lift & depress shift to then command it to build the Arm. Each command will be carried out in the order you issued the commands in. Thus, you could have the SCV build them in any order (sup, eb, arm, sup, eb, sup - whatever you choose).

2)_When you toggle Tab while controlling a group to select a certain type of unit, (say 13 Marines, 5 Maraud, 3 ghost), the specific unit type can be commanded to perform any special power (emp) without causing the entire group to respond, however, the move & attack commands will still effect the entire group
Lookin for an SC2 practice partner/group with vent
zomgzergrush
Profile Joined August 2008
United States923 Posts
Last Edited: 2010-04-07 20:17:19
April 07 2010 20:17 GMT
#116
Wow, honestly didn't know about some of these.

I actually just learned of alt + F yesterday, I was really sad for a while that the shift+tab doesnt work anymore
Bronze skipping straight to Diamond in 40 games retail release. Bnet 2.0 ladder really takes it's sweet time to think about that league placement.
blagoonga123
Profile Blog Joined July 2007
United States2068 Posts
April 07 2010 21:19 GMT
#117
I have a question. say you have like 5 hatcheries in different locations hotkeyed.

tapping 5 twice will move your screen to the newest hatchery added to your hotkey.

is there a way to chance the behavior of double tap?
FOOL! Pain is my friend! Now let me introduce you to it!
MeditationError
Profile Blog Joined March 2010
Australia60 Posts
April 08 2010 05:23 GMT
#118
"Cloning" Workers: Just like the cloning scourge in sc1 - if you're moving a bunch of workers to a new expo:
1)grab them all
2) right click on a gas building
3) Shift-click 3 of them
4) right-click on the other gas building
5) shift-click 3 more of them
6) right click on minerals.

Now you'll have 3 workers on each gas, and the rest on minerals.

You can use a similar technique occasionally in combat - e.g. right click a target, shift-click a unit and then right click a new target to assign 1 unit to each fleeing building or overlord.

With respect to the queens and hatcheries:
Have 1 hotkey for all your hatcheries for unit production, and a seperate hotkey specifically for spawn larva with one queen per hatchery.
Queens regenerate exactly enough energy to continuously spawn larva on one hatchery, and you should generally have a queen per hatchery explicitly for spawning larva on that hatchery.
Every time you see 4 larva on a hatchery, it's time to spawn larva on all of them again. (This made a *massive* difference for me)

The game uses proximity and energy levels as "tie-breakers", so if all your queens have enough energy, only the one that's nearby will spawn larva, but if one of your queens is too low or you don't have enough queens, there's a risk they'll go marching across the map.
This means that putting all your queens and hatcheries in one control group is quicker and easier but slightly more fragile than one control group for each queen/hatchery pair. Your choice.
Experience is an excellent teacher, but her fees are very high.
Arcalious
Profile Joined March 2010
United States213 Posts
Last Edited: 2010-06-10 05:20:30
April 18 2010 05:07 GMT
#119
NOTE: This has not been updated to reflect the latest patch changes. It is no longer possible to do wire-frame casting. ctrl right click will not attack move.


I reorganized all the tips, plus added new ones. This started off as a list of not so obvious UI features, but I decided to include even the obvious ones. Still need to do a few more tweaks and add some more stuff, but here is what I have so far. NOTE: These are mainly focused on using the interface (UI) and not strategy, however there is some crossover.

Selecting Units and Buildings
  • Select a unit or building: Left click on a unit or building to select it.
  • Select multiple units or buildings of the same type: Hold down the 'Ctrl' key while left clicking on a unit or building will select all units of that type. Double clicking on a unit or building will also select all units or buildings of the same type.
  • Selecting units and buildings in an area: Hold down the left mouse button and create a drag box around the units/buildings in an area to select all units in that area.


Unit and Building Groups
  • Max number of units/buildings in a group: 255 which makes it possible to put the whole army and all buildings in one control group. Not recommended, but possible.
  • Adding units/buildings to a group: Hold the 'Shift' key while selecting units/building will add them to the group.
  • Deleting units/buildings from a group: Hold the 'Shift' key while clicking on the unit/building wireframes or the actual unit will remove the unit/building from the group.
  • Cloning: Useful for sending units in a group to different locations. Example, select a group, instruct the group to move to a location, remove a unit, instruct the group to another location, remove a unit and so on.


Control Groups
  • Assigning control groups: A group of units and or buildings can be assigned to a control group by holding down the 'Ctrl' key plus a number key from 0 to 9.
  • Adding units/buildings to a control group. Hold the 'Shift' key, then select the units you want to add, then click the control group key [0-9].
  • Deleting units/buildings from a group: Hold the 'Shift' key while clicking on the unit/building wireframes or the actual unit will remove the unit/building from the group. Then click the control group key [0-9].
  • Subgroups: Different unit types in a group are ordered into subgroups. Use 'Tab' to select the next subgroup. Use 'Shift'+'Tab' to select the previous subgroup. Units with abilities (Sentries) are automatically placed in the first subgroups making it easier to use their abilities.



Commanding Units
  • Move: Right click on the ground or on the minimap. Hotkey = M.
  • Way points: Hold down the 'Shift' key while instructing units to move or attack-move.
  • Attack: Right click on an enemy unit/destructable object. Hotkey = A.
  • Attack-Move: Hold the 'Ctrl' key down and right click on the ground or minimap. Hotkey = A.
  • Follow: Right click on the unit to follow. (note right clicking on a transport will load the unit into the transport instead of following it)
  • Load: Right click on a transport unit to load unit into the transport.
  • Stop: 'S' key to stop current action and cancel all queued commands.
  • Hold: 'H' key to hold position.
  • Patrol: 'P' key to patrol area. Hold down 'Shift' key to set patrol way points.


Rally Points. Click here to view the extended Rally Point Guide.
  • Rally Points can be used to instruct newly created units to automatically move to specific locations, gather minerals or gas, follow other units, load into transports, and attack enemy units, buildings or destructible objects.
  • Multiple Rally Points (up to 4) can be queued up.
  • Rally Points can be set to the ground, units, buildings, minerals and destructible objects.
  • Zerg have a separate Rally Point on Hatcheries called Worker Rally Point. Hot keys are Y for Rally Point and W for Worker Rally Point (Zerg Hatchery).
  • Right mouse click will also work for setting Rally Points (Example, select a Barracks, then right mouse click on the ground to set the Rally Point to that location).


Camera
  • Center on a unit: Click on the picture of a unit in the interface to center view on that unit.
  • Follow a unit: Click on the picture of a unit in the interface and continue to hold down the mouse button will keep the view on that unit making the camera follow it while the unit moves.
  • Control group: Double clicking a control group (0-9) will center the camera view on that group.
  • Cycle bases: Backspace will cycle through all bases(Command Center, Nexus, Hatchery).
  • Last Transmission: Pressing the Space Bar multiple times will cycle through a history of transmissions (unit complete, building complete, under attack...). Transmissions also display on the left side of the screen and clicking on them will go to the area corresponding to the transmission.
  • User specified locations: F2, F3, F4 can be used to set user specified camera locations (not implemented yet, but should be included soon).
  • Rotate: Use Insert and delete to rotate the camera.
  • Zoom: Use the mouse wheel or page up/page down to zoom camera view in and out.


Smart casting
  • Building: If you have multiple workers selected, you can issue multiple build commands and they'll each build one; extra workers will continue whatever they were doing.
  • Using Abilities: The smart casting system will instruct all units in a group to use it's ability or only the closest one to the target depending on the type of ability. Single cast for abilities like Storm, EMP, Force Field, Fungle Plague... Multi-cast for abilities like Siege, Blink, Stimpack, Cloak.


Misc
  • Command Queue: Shift queuing works with all commands (siege, unsiege, land, burrow, stimpack...)
  • Idle workers: 'F1' selects an idle worker. 'Ctrl'+'F1' selects all idle workers.
  • Unit HP(Status) bars: To display the unit HP bars, use the 'Alt' key or set the "Display unit status bars" to always in the gameplay options menu.
  • Building Grids: Turn on building grids in the options menu to make building placement easier. Especially useful when creating walls.
  • Change team colors: Alt + F changes team colors to you = green, allies = yellow, and opponents = red.
  • Display Framerate: Ctrl + Alt + F will display the framerate.
  • Toggle autocast: Alt' + Hotkey will toggle autocast on/off, like SCV repair(Alt R).
  • Toggle Sound: 'Ctrl' + 'S' Toggle sound on/off. 'Ctrl' + 'M' Toggle music on/off.


Terran
  • Mules: Calling down mules directly on minerals will allow them to auto-mine.
  • Auto-repair: SCVs can be set to auto-repair by hitting 'Alt'+'R'.
  • Medivac follow/heal: Use the Medivac A-command(Scan Move) on a Marine/Marauder to make the medivac follow the M&M army without picking them up. Up to 4 units can be queued in case some die.
  • Tanks unsiege, move, siege: Use the shift queue command with tanks to unsiege, move and then siege again.


Zerg
  • Inject Larvae: Putting Queens and Hatcheries in the same control group makes it easier to inject Larvae by clicking on the Hatchery wire frames.
  • Egg Rally Points: Each egg has it's own Rally Points making it is possible to set up different Rally Points for each unit when they hatch.


Protoss
  • Chrono boost: Have one hotkey that just contains all your buildings, then you can chrono boost with by clicking on the building's wire frames without looking at your base. Hold shift, click C, then left click the building's wire frames.
  • Warpgates ready: There is a Warpgate icon in the lower right screen that shows the number of Warpgates ready. Clicking on it will select the Warpgates.
  • Selecting Warpgates: Pressing 'W' selects all your warpgates (and excludes normal gateways).
  • Shift warping units: Holding the 'Shift' key will warp in additional units of the same type by just clicking on the ground. Example, type W to select Warpgates, type Z to warp in Zealot, then click on the ground at several locations. Very quick way to warp in units.
  • Warping unit Rally Points: You can tell units warping in to move before they're done warping in, and they'll move there as soon as they finish.
  • Stalker Blink: Use 'Shift' Move, Blink to have all the stalkers move to the same spot before Blinking to another spot. This keeps Stalkers from blinking too soon and not making it to the targeted Blink area. (video)
Exteray
Profile Blog Joined June 2007
United States1094 Posts
April 18 2010 06:45 GMT
#120
Nice job organizing... OP should update
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