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On February 11 2011 03:50 thesideshow wrote:Show nested quote +On February 11 2011 02:55 Ulyx wrote: Zerg Maco:
I hear people saying best way to inject is to keep all queens one key, and spam space bar and inject. I tried this and a lot of the times, the space bar just directs me to another event other than the queen.
Question:
Do people who use this queen method constantly have this same problem, or do you just have to be really fast and press the space bar as soon as the larvae pop? Use the backspace button, which jumps between hatcheries, not the spacebar. Some players also remap the ` button to replace backspace so that you're hands don't have to move over to the other side of the keyboard every 40seconds.
wow that makes so much more sense @_@
another Q:
do corrupters do well against void rays? can 5 corrupters take out 5 voids? 8 voids? corrupters are massive, so voids do more damage.
and
if corrupters can't kill voids efficiently, what stops collusus from dominating?
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People mentioned targeting larva with harassment earlier. Keep in mind that dark templar one shot larva! When I go for DT openers (which I often do) and the drones flee, rather than chasing the drones, I quickly kill all available larva. You can then target extractors, spawning pool, whatever you can find before overseer arrives.
Other tips: Two back to back DTs in between mineral patches can kill about 14 ~20 zerglings. Also five DTs can kill a hatchery in the same amount of time it takes to morph an overseer. I don't, however, recommend investing the resources in five DTs.
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Is it possible to cancel hotkeys?
For example, I like to hotkey my intial scout to 1. If it doesn't die it will obviously remain hotkeyed. Well I also like to hotkey my army to 1 but I don't want the SCV to move with my army. Is there any way (aside from killing the SCV) to simply remove it from the 1 hotkey?
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On February 11 2011 05:47 ligand wrote: Is it possible to cancel hotkeys?
For example, I like to hotkey my intial scout to 1. If it doesn't die it will obviously remain hotkeyed. Well I also like to hotkey my army to 1 but I don't want the SCV to move with my army. Is there any way (aside from killing the SCV) to simply remove it from the 1 hotkey? Select army and use Ctrl + 1 instead of Shift + 1.
Edit: Or you rape your drone !
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On February 11 2011 02:55 Ulyx wrote:
another Q:
do corrupters do well against void rays? can 5 corrupters take out 5 voids? 8 voids? corrupters are massive, so voids do more damage.
and
if corrupters can't kill voids efficiently, what stops collusus from dominating?
Corrupters don't do too well against void rays. They are even listed as a counter on the in-game help screen.
Usually, hydras should be able to handle the void rays. It doesn't matter if you lose your corrupters to the void rays as long as they take out the colossi.
On February 11 2011 05:47 ligand wrote: Is it possible to cancel hotkeys?
For example, I like to hotkey my intial scout to 1. If it doesn't die it will obviously remain hotkeyed. Well I also like to hotkey my army to 1 but I don't want the SCV to move with my army. Is there any way (aside from killing the SCV) to simply remove it from the 1 hotkey?
Not sure if you cancel hotkeys, but you can always remake the hotkey without the scv. (ie, press 1, shift+click the scv, press ctrl+1)
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Hi guys sorry if this was already asked, I couldn't find it, maybe I just didn't know the right terms to look for.
Is there any way to preset a default location ("rally point") for Warpgates so that the units would always warp in there unless I specifically put them elsewhere? Because when I am watching over the battle I really don't feel like going back into base (display-wise) and dropping down 6 zealots every time Warpgates counter resets. I.e. playing zerg or terran I can just click i.e. 4+S+HHH...H for Hydras where 4 is my Hatcheries bind and thats about it, I don't need to drag the screen back to the base or at least to the closest Pylon location. Hope you see what I mean, sorry for laymans terms I am pretty new to SC2 yet, playing against AI only, trying to get basics down before I move to multiplayer.
Thanks in advance!
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On February 11 2011 06:21 Sejanus wrote:Hi guys sorry if this was already asked, I couldn't find it, maybe I just didn't know the right terms to look for. Is there any way to preset a default location ("rally point") for Warpgates so that the units would always warp in there unless I specifically put them elsewhere? Because when I am watching over the battle I really don't feel like going back into base (display-wise) and dropping down 6 zealots every time Warpgates counter resets. I.e. playing zerg or terran I can just click i.e. 4+S+HHH...H for Hydras where 4 is my Hatcheries bind and thats about it, I don't need to drag the screen back to the base or at least to the closest Pylon location. Hope you see what I mean, sorry for laymans terms I am pretty new to SC2 yet, playing against AI only, trying to get basics down before I move to multiplayer. Thanks in advance!
nope
But you can hotkey your pylon or save your camera location
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On February 11 2011 06:21 Sejanus wrote: Is there any way to preset a default location ("rally point") for Warpgates so that the units would always warp in there unless I specifically put them elsewhere?
Nope. Sorry. However, what I'm trying to do now is to hotkey a pylon or a camera position (Ctrl + F5-F8 by default) so that when I want to warp in, I go straight to the closest pylon, warp in, cue a move command, add units to army hotkey, then go straight back to my army. I think this is the closest thing to what you're talking about that exists
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On February 11 2011 04:57 Ulyx wrote:Show nested quote +On February 11 2011 03:50 thesideshow wrote:On February 11 2011 02:55 Ulyx wrote: Zerg Maco:
I hear people saying best way to inject is to keep all queens one key, and spam space bar and inject. I tried this and a lot of the times, the space bar just directs me to another event other than the queen.
Question:
Do people who use this queen method constantly have this same problem, or do you just have to be really fast and press the space bar as soon as the larvae pop? Use the backspace button, which jumps between hatcheries, not the spacebar. Some players also remap the ` button to replace backspace so that you're hands don't have to move over to the other side of the keyboard every 40seconds. wow that makes so much more sense @_@ another Q: do corrupters do well against void rays? can 5 corrupters take out 5 voids? 8 voids? corrupters are massive, so voids do more damage. and if corrupters can't kill voids efficiently, what stops collusus from dominating?
Corruptors don't do THAT well against void rays however void rays are 1 more supply and they are more expensive. Corruptors are armored, not massive. If a Protoss gets to the desired unit composition of void ray/colossus he is pretty much unstoppable. It is a unit composition that you have to try and stop before the protoss gets maxed on supply.
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PvP, if you open 2 gate robo, and you scout opponent going some sort of 10 pylon 2gate pressure into 4wg, how do you deal with the pressure? Should I abandon robo tech and get my own 4wg up? or race for it and wall off my ramp and chronoboost a immortal? should i pull probes to defend?
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On February 11 2011 06:42 Doof wrote:Show nested quote +On February 11 2011 06:21 Sejanus wrote: Is there any way to preset a default location ("rally point") for Warpgates so that the units would always warp in there unless I specifically put them elsewhere? Nope. Sorry. However, what I'm trying to do now is to hotkey a pylon or a camera position (Ctrl + F5-F8 by default) so that when I want to warp in, I go straight to the closest pylon, warp in, cue a move command, add units to army hotkey, then go straight back to my army. I think this is the closest thing to what you're talking about that exists
I've been working on what I wanted to use for my hotkey for my warp-in site and I think my middle mouse button is a good one.
Which leads me to my question. I've been looking through the hotkeys, and I'd like to use the mouse wheel up / mouse wheel down functionality to do something (not sure exactly what yet) but I can't seem to get those to register in the hotkey setup. Currently it has the zoom in and out functionality. Any thoughts or confirmation that I can't change the mousewheel ? I don't have any kind of special mouse, btw.
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Why aren't structures considered massive?
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On February 11 2011 09:21 ShatterZer0 wrote: Why aren't structures considered massive?
Not sure there is a "right" answer other than that's how Blizzard has it set up currently.
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On January 27 2011 10:06 Nalesnik wrote:Show nested quote +On January 27 2011 07:55 dogmeatstew wrote:On January 27 2011 07:21 Nalesnik wrote:On January 27 2011 07:10 dogmeatstew wrote:On January 26 2011 19:25 roflcopter420 wrote: Q: Is there a way to change grid keys so you can also select larva with caps lock? I always want to spam select larva, but with grid keys i produce drones by accident then ;_; As of the last patch hotkeys are customisable so there should be yes. I've looked through all the hotkey settings, and so far found no way to do this for the "GRID" profile. Please do some research first before answering a question. If someone has figured out how to do this, please tell us in detail. EDIT: I have found a work-around for this problem, but takes a lot of time to set up. Basically, you have to chose the "Standard" profile, and re-bind ALL the hotkeys in order to replicate the "Grid" profile, EXCEPT re-bind the "select larvae" key to the CAPS LOCK button. I wish there was a way to modify the "Grid" profile to allow this, but I don't think it's possible. It's gonna be annoying to re-bind all the hotkeys, but this is the best way to get what you want as so far as I can see. So what you're saying is I was correct... just sayin, try it before you flame. No, he was asking to change it with the Grid profile, and that is not possible. It's pretty clear by your response that you were just guessing that it's possible, and didn't know for a fact. Your reply was simply unsatisfactory, sir. Now, good day!
You are right, Nalesnik, it's not possible to rebind Grid, but it's not satisfactory to rebind Standard to Grid either. I've just spend some time manually setting all Protoss / Terran / Zerg hotkeys and there are few issues with rebinding Standard (to look as Grid):
*) ZERG: Spawn creep tumor - it can be set for Queen (Z), but stays on (C) for already placed creep tumor. (big one!) This will probably solved in next update since Blizzard knows about this.
*) ZERG: Load / Unload - these hotkeys MUST be same for Overlord, Nydus Network and Nydus Worm. (not true if using grid). I see this as a good thing to have Load/Unload on same hotkeys.
*) TERRAN: Load / Unload - there is no (grid valid) place for Salvage Bunker since Medivac/Bunker must have same hotkey (not applies for CC and PF for unknown reason).
*) TERRAN: Cloak / Uncload - Ghost and Banshee must have same hotkey. ---
To summarize, @dogmeatstew was not correct. Even though it's possible to bind "Select larva" as (Caps Lock, Q), it's still not ready for practical usage due to creep tumor issue.
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Is there a fast way to disable/reset the rally point, instead of clicking each building and rightclick(rally) to itself.
This is helpful as terran where in the situation that you have 20 prod buildings. and enemy is in your base. It's really sad that when you finish producing unit, they're not attacking immediately. image 20 repetitive un-rally steps.
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Well, if you have all your production buildings in a control group, you can simply press that control group number and right click where you want the new rally to be. Or, you can Ctrl+click on, say a barracks, and that will select all barracks on the screen, after which you right click where ever you want them rallied to. So, worst case, 3 clicks isn't too bad. You can rally them also directly to attack a particular enemy unit, by right-clicking that unit. Then if it dies, they will spawn and stand by the building that produced them.
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Why don't most pro level zergs spread any creep in zvz? I understand that spreading it can hurt you by giving your opponent a fast lane to your base, but isn't it worth it to make a small perimeter around your base to scout? I can see why spreading creep all the way to the opponents base can be bad, but it seems like there is absolutely no spreading
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On January 29 2011 12:02 Spiffaz wrote: Do most good players use the Grid hotkey setup instead of the default setup? Why or why not? Thanks.
PRO: Grid allows you to easily play as random (since all races have SAME hotkeys). It's logical and consistent setup, you will adapt to it quickly. Also when you re-map BackSpace to CapsLock, there are ALL shortcuts on left side of keyboard and it's much more effective and error prone. + Show Spoiler +It took me 3 painful days to get used to Grid, but now, it's much better and I'll never go to Standard. There is also different "feel" to it, for example [1][A] (attack with army on group 1) is done with pinky and doesn't feel right, [1][T] is better. Note that every pro player rely on "hand memory" (neural pathways imprinted by repetition), so if someone was pro SC:BW player for many years, he will want to have SC2 setup be as similar as possible ==> will not be using grid (or ANY alternative setup) . CONS: After using Grid for more than 7 months, I've found this issues: - TERRAN: Cloak/Decloak have different keybindings for banshee and ghost. Also Load/Unload for CC/Bunker/Medivac have different keybindings.
- PROTOSS: All warpages is [Y] - too far away for constant usage (using group [0] which I have bind to MOUSE5)
- ZERG:
- Select larva [Q] will select your larva AND ALSO build drone, so, holding [Q] will select larva and build as many drones as possible. You have to accustom to it.
- (biggest issue) Overseer is made by [Q] [W], but when you don't have any larva, Queen is built instead.
- Load/Unload on Overseer/Nydus Network have different key as Load/Unload on Nydus Worm.
Apart from that Grid is awesome.
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On February 10 2011 15:11 Torte de Lini wrote:Show nested quote +On February 10 2011 14:41 stroggos wrote: question: in the matchup of pvp, 4gaters place their pylons so they can see up the ramp. Is there actually any ff placing that i can do so they wont be able to see up? (should i place at bottom, near bottom, near top or top?) Block the bottom of the ramp with a FF to prevent them from getting on the ramp and gaining site of your base.
i dont think that works, are you sure you read my question properly? im talking about pylons gaining vision up the ramp even with forcefeild blocking units at the bottom.
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