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WeddingEpisode
Profile Blog Joined June 2011
United States356 Posts
Last Edited: 2013-04-23 02:06:01
April 23 2013 02:05 GMT
#15381
Control Groups (Ctrl + 1, Ctrl + 2, etc... ) are unchangeable under 'Hotkeys' as
I want it to be. I can't reach both Ctrl + 4,5,6, etc.. with one hand.

How can I change root key 'ctrl' to be 'Tab' (much easier for one hand to bind on the fly): 'Tab + 4, 5, 6, etc...'
Still diamond
Kaitlin
Profile Joined December 2010
United States2958 Posts
April 23 2013 11:48 GMT
#15382
On April 23 2013 11:05 WeddingEpisode wrote:
Control Groups (Ctrl + 1, Ctrl + 2, etc... ) are unchangeable under 'Hotkeys' as
I want it to be. I can't reach both Ctrl + 4,5,6, etc.. with one hand.

How can I change root key 'ctrl' to be 'Tab' (much easier for one hand to bind on the fly): 'Tab + 4, 5, 6, etc...'


You have to change it outside the game. Either a programmable keyboard or using software for the operating system, like AutoHotKeys, for example. This is entirely different than "macros" and perfectly legal as far as Blizzard is concerned.

As for my own question, it's just kind of a thought I had last night, although I've never tried it. Is there any benefit for a Zerg player to NOT have farther away expansions included in their hotkeys for production. It's just an idea I had that would be one way to prevent the units streaming in from all over the place when trying to defend, which often simply die on their rally. Without those hatches hotkeyed, only the "main" 3 or 4 hatches would have unit production. This style would basically mean they are only used for income, but how many times have units created to defend been spawned from absolutely the wrong place ? Obviously another way to handle this is to use camera locations, and select the hatches from which you want to make production, but not everybody would do that. So, as an idea, is there any merit to it ?
HelioSeven
Profile Joined February 2012
United States193 Posts
April 23 2013 16:59 GMT
#15383
On April 23 2013 20:48 Kaitlin wrote:
Show nested quote +
On April 23 2013 11:05 WeddingEpisode wrote:
Control Groups (Ctrl + 1, Ctrl + 2, etc... ) are unchangeable under 'Hotkeys' as
I want it to be. I can't reach both Ctrl + 4,5,6, etc.. with one hand.

How can I change root key 'ctrl' to be 'Tab' (much easier for one hand to bind on the fly): 'Tab + 4, 5, 6, etc...'


You have to change it outside the game. Either a programmable keyboard or using software for the operating system, like AutoHotKeys, for example. This is entirely different than "macros" and perfectly legal as far as Blizzard is concerned.

As for my own question, it's just kind of a thought I had last night, although I've never tried it. Is there any benefit for a Zerg player to NOT have farther away expansions included in their hotkeys for production. It's just an idea I had that would be one way to prevent the units streaming in from all over the place when trying to defend, which often simply die on their rally. Without those hatches hotkeyed, only the "main" 3 or 4 hatches would have unit production. This style would basically mean they are only used for income, but how many times have units created to defend been spawned from absolutely the wrong place ? Obviously another way to handle this is to use camera locations, and select the hatches from which you want to make production, but not everybody would do that. So, as an idea, is there any merit to it ?


I only offrace as Zerg, but with the other races I usually use the 7-0 control groups for macro, so for Zerg I put all my main hatches on 0, my queens all on 9 for rapid injects, and then all other hatches that I don't want on the main rally point for whatever reason on control group 8. Works pretty well, as long as you don't accidentally add a hatch to both control groups. But that's always the best way I've found for managing proxy and other far-away hatches.
If I smite you, have you been smitten?
d07.RiV
Profile Joined March 2013
Russian Federation50 Posts
April 23 2013 21:08 GMT
#15384
This is probably old, but I noticed a strange issue when trying to kill an scv thats building a proxy bunker - even if I click my lings/drones directly on the scv, when the scv moves to a different side of the building they suddenly forget about the attack command and go for the reaper/marine instead. I suppose this is caused by the scv being momentarily out of range as its moving through the building, but that seems like not intended. So, what is the best way to make sure you're attacking and killing the scv?
stoppersur
Profile Joined April 2013
29 Posts
April 24 2013 04:00 GMT
#15385
On April 24 2013 06:08 d07.RiV wrote:
This is probably old, but I noticed a strange issue when trying to kill an scv thats building a proxy bunker - even if I click my lings/drones directly on the scv, when the scv moves to a different side of the building they suddenly forget about the attack command and go for the reaper/marine instead. I suppose this is caused by the scv being momentarily out of range as its moving through the building, but that seems like not intended. So, what is the best way to make sure you're attacking and killing the scv?


Select your units, hold shift and spam right click on the scv.
P_e_X
Profile Joined February 2013
Germany43 Posts
April 24 2013 15:03 GMT
#15386
are the wcs replays avaible somewhere? thanks to who ever answers this :>
awwwww shiiiiieeet :3
claybones
Profile Blog Joined September 2011
United States244 Posts
April 24 2013 17:23 GMT
#15387
I've been noticing lately that when I use the return resource command after clicking workers to a geyser sometimes workers will return to mining minerals. In case you aren't familiar with that technique the workers should stay on the geyser after returning to the town hall. Does anyone know why this is happening/how I can prevent it?
ZedraC
Profile Joined February 2011
South Africa109 Posts
April 25 2013 14:09 GMT
#15388
Hi everyone,

A day ago in a ZvT i got hammered, and have the following questions.

1. If T blocks my expo and third with an engineering bay (half built) What is my best course of action?
2. He dropped Widow mines in my bases, they take one shot, then he picks them up again and he drops them in the next base, What is my best course of action?

"What am I supposed to build to kill the things that look like giant dung beetles that eventually show up?" - beginner on battlenet forums. LMAO
TRaFFiC
Profile Blog Joined December 2010
Canada1448 Posts
Last Edited: 2013-04-26 03:25:47
April 26 2013 03:20 GMT
#15389
On April 25 2013 23:09 ZedraC wrote:
Hi everyone,

A day ago in a ZvT i got hammered, and have the following questions.

1. If T blocks my expo and third with an engineering bay (half built) What is my best course of action?
2. He dropped Widow mines in my bases, they take one shot, then he picks them up again and he drops them in the next base, What is my best course of action?


Z isn't my main, but I'll give it a go. I'm master Terran.

1)You have some options depending on his follow up. First of all, you should have spotting on natural with ovie so you see the ebay going up asap. Then start gas, queen, and 4 lings to kill it. If you want to take it to a long game, take your third base location. If he's being greedy behind it (making reapers or not making helions), you can all in him with speedling/bane. You shouldn't allow him to play greedy behind the e-bay block because it is a big investment so if he doesn't follow up with army units and goes into eco, you SHOULD kill him.

2) There are many options here. The biggest thing which will help you is 1. having vision and 2. being map aware. Those widow mines won't do any damage if you have zerglings kill them before they deploy. A few things which might help. 1.target medivac with queens always. 2. spore crawlers at each base so medi can't hover over the mineral line. 3. mutas. 4. creep spread.
2v2, 1v1, Zerg, Terran http://www.twitch.tv/trafficsc2
turingpolice
Profile Joined August 2010
Canada9 Posts
April 26 2013 05:40 GMT
#15390
Are the specific spawn locations on 4 player maps?
Just recently I read that the vertical spawn locations are disabled for the new 4 player map that's joining the map pool in season 3. Is this the same for any other maps?
Iyerbeth
Profile Blog Joined October 2010
England2410 Posts
April 26 2013 05:49 GMT
#15391
On April 26 2013 14:40 turingpolice wrote:
Are the specific spawn locations on 4 player maps?
Just recently I read that the vertical spawn locations are disabled for the new 4 player map that's joining the map pool in season 3. Is this the same for any other maps?


I don't know about the new maps being added, but (Wiki)Ladder Maps will have a note accompanying any maps in the ladder pool if they have spawns disabled (like in the WoL maps on that page). Currently there aren't any.
♥ Liquid`Sheth ♥ Liquid`TLO ♥
LardMaster
Profile Joined May 2012
United Kingdom123 Posts
April 26 2013 19:42 GMT
#15392
Why don't Terrans CC first vs Zerg more often, at least to me it seems relatively safe with good scouting and puts them way ahead.

Thanks in advance <3
Deadlifter
Profile Joined September 2011
Norway68 Posts
Last Edited: 2013-04-27 15:05:52
April 27 2013 10:18 GMT
#15393
On April 27 2013 04:42 LardMaster wrote:
Why don't Terrans CC first vs Zerg more often, at least to me it seems relatively safe with good scouting and puts them way ahead.

Thanks in advance <3


Do you mean CC first on the lowground? it more or less flat out dies to any early pool. Some zergs like going eco 10 pool in ZvT especially on 4 player maps for this exact reason. It's not extremely common, but it does happen just enough to where it's a bit risky.


My question:

When i build an extractor or any other building (as Zerg) the queued building shows up with the feint green silhouette as it did in WoL....
When ever I watch other people stream it is a pretty solid purple color silhouette. Does anyone know why I have the green thin ones? I have gone through my settings and can't find any particular reason why it should be that way..

Thanks.


edit: found it out. "Models" under the graphics settings have to be set to high instead of low.
thurst0n
Profile Blog Joined December 2010
United States611 Posts
April 27 2013 15:55 GMT
#15394
Could someone much smarter than me update this page?

http://wiki.teamliquid.net/starcraft2/2013_StarCraft_II_World_Championship_Series/Standings

Specifically with some of the DH results. I'm sure it's just a matter of time, but I keep hitting refresh and no one is changing it lol. I put this here because obviously it doesn't deserve it's own thread.
P.S. I'm nub. If you'd like you can follow me @xthurst but its not worth it ill be honest
govie
Profile Blog Joined November 2012
9334 Posts
Last Edited: 2013-04-27 23:56:47
April 27 2013 23:51 GMT
#15395
I dont know if this question will fit general topic (but i didnt find a better place for it.

Ive seen alot of gasheavy units being over produced in WCS and DH. Bunny in DH had above 15 ravens + vikings but allmost no dps in his game against a maxed out zerg and lost. Also i saw several zergs loose a part of there army and then make 8 ultralisks. There armies were ultraheavy and lost too (i.e. jeadong in DH)....

I find that 8 ultralisks or more in an engagement will mostly walk in eachothers way and too many ravens means u dont have enough dps against a maxed opponent.

ive seen solid wins where the terran never had more ravens then 8 and zerg less then 8 ultra's. Am i right here that gasheavy units should not be overproduced and balance in composition is more important? If not, why do they choose to overproduce certain gasheavy units that leads to defeat most of the time? (if not mined out)
The two NBA teams in states with legal weed are called the Nuggets and the Blazers...
TRaFFiC
Profile Blog Joined December 2010
Canada1448 Posts
Last Edited: 2013-04-28 02:46:52
April 28 2013 02:45 GMT
#15396
On April 28 2013 08:51 govie wrote:
I dont know if this question will fit general topic (but i didnt find a better place for it.

Ive seen alot of gasheavy units being over produced in WCS and DH. Bunny in DH had above 15 ravens + vikings but allmost no dps in his game against a maxed out zerg and lost. Also i saw several zergs loose a part of there army and then make 8 ultralisks. There armies were ultraheavy and lost too (i.e. jeadong in DH)....

I find that 8 ultralisks or more in an engagement will mostly walk in eachothers way and too many ravens means u dont have enough dps against a maxed opponent.

ive seen solid wins where the terran never had more ravens then 8 and zerg less then 8 ultra's. Am i right here that gasheavy units should not be overproduced and balance in composition is more important? If not, why do they choose to overproduce certain gasheavy units that leads to defeat most of the time? (if not mined out)

It depends on your opponents unit composition and his ability to remax to change his composition. If he's massing brood lords, you could potentially want 15-20 ravens. Ultras are different because they are large melee units. Therefore, you only want enough ultras so they can all engage on the enemy and not be bottle necked.
2v2, 1v1, Zerg, Terran http://www.twitch.tv/trafficsc2
LordYama
Profile Joined August 2010
United States370 Posts
April 28 2013 11:17 GMT
#15397
Zerg Queen question 1: At what number of bases is it no longer necessary to have a queen at each hatchery? I notice masters and above replays often don't pair queens with their late game expansions, is it because larvae are no longer a big concern when making late game units like Ultras?

Zerg Queen question 2: At what point is it reasonable to take queens off injection duty to accompany an army for transfuses? Only when you are confident you have a win in the bag or have a huge surplus of larvae?
MutaKingPrime
Profile Joined November 2011
Korea (South)43 Posts
April 28 2013 18:24 GMT
#15398
On April 28 2013 20:17 LordYama wrote:
Zerg Queen question 1: At what number of bases is it no longer necessary to have a queen at each hatchery? I notice masters and above replays often don't pair queens with their late game expansions, is it because larvae are no longer a big concern when making late game units like Ultras?

Zerg Queen question 2: At what point is it reasonable to take queens off injection duty to accompany an army for transfuses? Only when you are confident you have a win in the bag or have a huge surplus of larvae?

I feel like once you have around 3-4 bases running and have been ontop of your injections throughout the game you don't need queens on any extra hatches, plus the creep spread/excess energy on the previous queens by this stage of the game can easily be used to inject late game.

i feel it's a combination of both, or when you have big beefy units that you want to keep alive.
THUGLYFE
Gene(S)is
Profile Joined May 2010
Sweden419 Posts
April 28 2013 19:30 GMT
#15399
Hello, what's your take on mutalisk micro now in HotS? Is it a-move, magic box, muta-stacking? Do we focus on attack upgrade instead since the mutas regenerate quicker now?
I have no real clue how to micro my mutas, especially late game ZvZ. I've tried adding corruptors and infestors to strenghten my muta ball but somehow I am often the one ending up losing muta vs muta battles.

Any thoughts or help would be appricated.

Cheers~
For the swarm
NadaSound
Profile Joined March 2010
United States227 Posts
April 28 2013 22:29 GMT
#15400
Why the hell do medivacs heal hellbats???
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