Simple Questions Simple Answers - Page 275
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brachester
Australia1786 Posts
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JoeAWESOME
Sweden1080 Posts
On July 19 2011 18:57 brachester wrote: what are the different icons you can get on TL? Depending on your post-count and what race you picked | ||
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FoFo
Netherlands207 Posts
i'd like to customise my hotkey setup some more to for instance have some extra easily accesable hotkeys for drops and what not (i play terran). the problem however is that i can't really see which keys are assigned to what. therefor my question is: is there an easy way to see all the functions of all keys for terran? for instance an image or just text, maybe a way in the hotkey screen? e.g. 'b' = build for workers, orbital command, barracks, etc. think if no one has this i'm gonna make one =/ | ||
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shackes
Germany148 Posts
I feel like the control of this ability is kind of bugged. So here are probably the most common casting techniques and my problems with them: 1.) [R] [Hold Shift] click, click, click... The ghost stops the sniping queue, and goes into attack mode if there is a unit in range, and puts the snipes off until no units are left. Quite useless. I don't think it should be that way, because I did not actively issue the attack command. 2.) Move command [R] [Hold Shift] click, click, click while still moving Ghost does not get distracted this time, but it obviously sucks because I can't snipe instantly and usually not at maximum range. 3.) [Hold down R] click, click, click... I feel like this is supposed to work, but sometimes the enemy unit I'm trying to snipe gets selected instead of sniped, and my ghost deselected. I think it happens when the target is at the edge of the vision range, but it's not easily reproducable. (bug?) 4.) [R] click, [R] click... Works fine I think, but it isn't as fast and when spamming the buttons there is room for mistakes (click twice in a row and the ghost is deselected..) Any better ways to go about it? | ||
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AmericanUmlaut
Germany2594 Posts
On July 19 2011 19:21 FoFo wrote: Hello fellow SC2 fanatics i'd like to customise my hotkey setup some more to for instance have some extra easily accesable hotkeys for drops and what not (i play terran). the problem however is that i can't really see which keys are assigned to what. therefor my question is: is there an easy way to see all the functions of all keys for terran? for instance an image or just text, maybe a way in the hotkey screen? e.g. 'b' = build for workers, orbital command, barracks, etc. think if no one has this i'm gonna make one =/ There isn't, but it would be a matter of a couple hours to put together a program that reads the config file and creates a graphical representation. | ||
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Kambing
United States1176 Posts
On July 19 2011 20:42 shackes wrote: A question about Ghosts and multiple Snipes: I feel like the control of this ability is kind of bugged. So here are probably the most common casting techniques and my problems with them: 1.) [R] [Hold Shift] click, click, click... The ghost stops the sniping queue, and goes into attack mode if there is a unit in range, and puts the snipes off until no units are left. Quite useless. I don't think it should be that way, because I did not actively issue the attack command. 2.) Move command [R] [Hold Shift] click, click, click while still moving Ghost does not get distracted this time, but it obviously sucks because I can't snipe instantly and usually not at maximum range. 3.) [Hold down R] click, click, click... I feel like this is supposed to work, but sometimes the enemy unit I'm trying to snipe gets selected instead of sniped, and my ghost deselected. I think it happens when the target is at the edge of the vision range, but it's not easily reproducable. (bug?) 4.) [R] click, [R] click... Works fine I think, but it isn't as fast and when spamming the buttons there is room for mistakes (click twice in a row and the ghost is deselected..) Any better ways to go about it? 1) Since you're queueing snipes via shift, if the ghost is currently auto-attacking, then he will finish killing his target before he begins sniping. Realistically, this means that your ghost will never get around to sniping in this situation. However, this is useful if you get the opportunity to queue up the snipes out of combat since your ghost will dump all the snipe rounds instantly. 2) This is a workaround to make (1) work. You have to be somewhat careful when doing this because you need to queue up the snipes before your ghost finishes its move command. Furthermore, I've seen some cases where the ghost will auto-attack between the move and the queued snipes anyways. Unsure if that's a bug or if it's by design. 3) This is how most people snipe these days. Holding down R has the effect of spamming it, so you end up in a cycle of: Ghost selected --> (Snipe selected via repeated R) -> Select snipe target -> (Click snipe target) -> Ghost selected -> ... However, you can break the cycle if you end up clicking before the "Snipe selected via repeated R" step. This can be due to simply clicking faster than the keyboard spams R. Or it has to do with your keyboard repeat delay (the delay between when you initially depress R and when the keyboard begins repeating it) and can be fixed through settings to a degree. See this earlier reply for more info: + Show Spoiler + On May 09 2011 14:28 Kambing wrote: Basic way to lower keyboard repeat delay is something like Control Panel -> Hardware -> Keyboard -> Repeat Delay. Turning it off in general is impossible since there is a OS-set min cap on the delay. There's ways around it, e.g., see this thread about using autohotkey and registry hacking to do so: http://www.teamliquid.net/forum/viewmessage.php?topic_id=190576 Stackoverflow also recommends KeyboardKing (the goofiest name for a program I've ever heard) for adjusting repeat and delay rates: http://bandwidthcontroller.com/Keyboard King/ You can look at the relevant stack overflow question if you want to hunt around for other solutions: http://stackoverflow.com/questions/171326/how-can-i-increase-the-key-repeat-rate-beyond-the-oss-limit 4) This is the default way of doing it, but it is error prone and slow as you describe. And you pretty much covered your bases. The four approaches you describe are the set of known ways of casting multiple, targeted spells at once. | ||
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FoFo
Netherlands207 Posts
On July 19 2011 20:53 AmericanUmlaut wrote: There isn't, but it would be a matter of a couple hours to put together a program that reads the config file and creates a graphical representation. hehe i reckon it would take me longer than that ;D if you could do it for me i would greatly appreciate it although i understand it's a lot of effort, if not i'll just go through the hotkey options and just write 'm down. | ||
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Teoita
Italy12246 Posts
a typical 20 probe 4gate has traditionally warped 4 stalkers at a proxy pylon, and then 4 zealots at the ramp to break his defense. However today in the GSL Hongun used the first warp in right at the ramp to get the 4 stalkers in MC's main, skipping the proxy pylon and breaking the ramp faster. I believe Tassadar did something similar vs Puzzle too | ||
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AmericanUmlaut
Germany2594 Posts
On July 19 2011 21:55 FoFo wrote: hehe i reckon it would take me longer than that ;D if you could do it for me i would greatly appreciate it although i understand it's a lot of effort, if not i'll just go through the hotkey options and just write 'm down. I'd love to, but it's not a piece of software I'd really use, so I don't see myself using up my very limited free time writing it. "Inject Larva" turns out to be a much more time consuming ability when you use it in real life. | ||
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AmericanUmlaut
Germany2594 Posts
On July 19 2011 22:09 Teoita wrote: In pvp, + Show Spoiler + a typical 20 probe 4gate has traditionally warped 4 stalkers at a proxy pylon, and then 4 zealots at the ramp to break his defense. However today in the GSL Hongun used the first warp in right at the ramp to get the 4 stalkers in MC's main, skipping the proxy pylon and breaking the ramp faster. I believe Tassadar did something similar vs Puzzle too Advantages: You don't have to walk to the ramp, so your army is in their base faster. If your WG research finishes before theirs, you'll have until their research finishes with a significant unit advantage. Disadvantages: If your pylon is destroyed or prevented by killing the probe, your attack is over. If your opponent has units in position, yours will be taking free shots while they warp in. It's mean and might make your opponent cry. | ||
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Mementoss
Canada2595 Posts
I ordered a TL shirt from when hot_bid made that thread with 1000 shirts and still haven't received one. I checked the online tracking number and said it was shipped on June 27th, so its been a good 3 weeks. Has anyone else got theres/ who should I contact to ask where it might be. Thanks to anyone who answers. EDIT* It arrived today ![]() | ||
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FoFo
Netherlands207 Posts
On July 19 2011 22:26 AmericanUmlaut wrote: I'd love to, but it's not a piece of software I'd really use, so I don't see myself using up my very limited free time writing it. "Inject Larva" turns out to be a much more time consuming ability when you use it in real life. i can imagine, and i don't want to drain your resources further ;D will have to look into this at home, i'll probably post up the list once i'm done | ||
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Numy
South Africa35471 Posts
On July 19 2011 22:34 Mementoss wrote: Asked in Ask TL staff anything without answer. I ordered a TL shirt from when hot_bid made that thread with 1000 shirts and still haven't received one. I checked the online tracking number and said it was shipped on June 27th, so its been a good 3 weeks. Has anyone else got theres/ who should I contact to ask where it might be. Thanks to anyone who answers. This isn't the place to ask that. PM a mod. | ||
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Andre
Slovenia3523 Posts
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rsvp
United States2266 Posts
On July 19 2011 22:31 AmericanUmlaut wrote: Advantages: You don't have to walk to the ramp, so your army is in their base faster. If your WG research finishes before theirs, you'll have until their research finishes with a significant unit advantage. Disadvantages: If your pylon is destroyed or prevented by killing the probe, your attack is over. If your opponent has units in position, yours will be taking free shots while they warp in. It's mean and might make your opponent cry. Another advantage: completely destroys anti 4 gate builds that focus on using sentries to defend. Basically when you 4 gate you always want to watch for the opportunity to do this since it's faster and thus preferable. However, you don't want to do this if your opponent does something like chrono all gateway units, or also does a standard 4 gate, for reasons already noted above. | ||
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Selkie
United States530 Posts
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Vod.kaholic
United States1052 Posts
On July 19 2011 22:26 AmericanUmlaut wrote: I'd love to, but it's not a piece of software I'd really use, so I don't see myself using up my very limited free time writing it. "Inject Larva" turns out to be a much more time consuming ability when you use it in real life. I don't know of any way that would give you EXACTLY the results you're looking for, but your best bet is to open up the hotkeys menu (f10 > hotkeys) and compile your own list for Terran hotkey functionalities. Also, if you just start experimenting with changing around hotkeys, that menu will quickly let you know when you've unbound a certain hotkey, so you can figure out what belongs where. | ||
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Blazinghand
United States25560 Posts
On July 20 2011 00:26 Selkie wrote: If I'm going colossi-pheonix PvT, about how many phoenix do I want? If you don't have any stalkers, you want as many phoenixes as your opponent has vikings. Phoenixes and vikings trade pretty evenly, and the fight takes a while, giving your colossi some time to kill his dudes. I really recommend having some stalkers, though, since vikings can't shoot back at them. | ||
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Selkie
United States530 Posts
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HardCorey
United States709 Posts
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