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Tech Labs and Reactor Question

Forum Index > StarCraft 2 Strategy
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1 2 Next All
jra64
Profile Joined November 2008
United States104 Posts
July 04 2011 15:03 GMT
#1
Is there ANY possible way to get the tabbing back to differentiate the two types of production facilities, like in the beta? Possibly by editing some hotkey file or something?

I have searched and found older threads such as http://www.teamliquid.net/forum/viewmessage.php?topic_id=136610

Someone mentioned that Blizzard may be creating an option to add it back (or maybe they already did), or there was some patch or something that changed it. I was wondering if anyone knew if you could get it back, or how good terran players hotkey their production.

I do build tech lab units first, but I hate while I'm not looking at my base, and I build all the tech lab units, 1 or 2 to each tech lab to not waste queued up gas, then max out my minerals on my reactors, but I have to go back and cancel the reactor units from the tech lab.

I've tried hotkeying my tech labs and reactors all to different keys, but it's a pain when I switch off the addons.

I guess the best answer is to just go back, look at your base and manage it there?

I just want reactor units to the reactor! Lol...

Thanks...
-jra64
SirMilford
Profile Blog Joined September 2010
Australia1269 Posts
July 04 2011 15:07 GMT
#2
I thought they fixed this to automatically do it when you have a whole heap of barracks selected. Have you checked options such as controls/hotkeys?
Just to clarify are you talking about selecting 7 barracks 4 with reactor and 3 with techlab, building 8 marines and all the marines automatically being built out of the reactored barracks? Because this is what happens for me. It is strange that it would not be happening for you.
Teliko
Profile Joined January 2011
Ireland1044 Posts
Last Edited: 2011-07-04 15:15:24
July 04 2011 15:12 GMT
#3
Assuming I understand what you mean correctly, I'm pretty sure this is working fine :/ If I have tech lab and reactored barracks hotkeyd together and try to make marines, it'll take priority in making two marines from reactored barracks first, then one from tech lab. If I try to make a marauder, it'll obviously go straight to the tech lab. No tabbing needed.

What they DO need to fix is planetary fortress' and orbital commands not sharing hotkeys for SCVs when in the same control group.
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
July 04 2011 15:18 GMT
#4
When you have both Reactors and techlabs selected it will full out the reactor ones first with the min sink before filling out the techlab ones. I assume you are just queuing which is causing issues.
Myolden
Profile Joined April 2011
Finland83 Posts
Last Edited: 2011-07-04 15:22:39
July 04 2011 15:21 GMT
#5
On July 05 2011 00:12 Teliko wrote:
Assuming I understand what you mean correctly, I'm pretty sure this is working fine :/ If I have tech lab and reactored barracks hotkeyd together and try to make marines, it'll take priority in making two marines from reactored barracks first, then one from tech lab. If I try to make a marauder, it'll obviously go straight to the tech lab. No tabbing needed.

What they DO need to fix is planetary fortress' and orbital commands not sharing hotkeys for SCVs when in the same control group.

I think he means that if you for example have 4 rax. Two with reactor and two with tech lab and then you queue 8 marines the production will split up like this: two marines will come out from the first reactored rax, two marines from the second reactored rax and then 2 marines will come out from the third tech lab rax and 2 marines from the last tech lab rax. And he wants that all 8 marines will just queue to the reactored and none will come out of the tech labs. I think he means that this is the case, and it's annoying. I don't mind it, you just have to be the macro master you are and just count how many marines you can produce from reactored raxes at a time and add more to the queue when the first ones come out. It's not that hard even in the middle of a battle. You just have to know how many raxes you have and how many reactors and tech labs, and you can see the queue lines from the bottom center screen even when you have all raxes selected so it's not so hard.
iSTime
Profile Joined November 2006
1579 Posts
July 04 2011 15:23 GMT
#6
You could hotkey the reactor barracks on a different hotkey than the others.
www.infinityseven.net
Eleaven
Profile Joined September 2010
772 Posts
July 04 2011 15:30 GMT
#7
The op is making a very simple and hard to misunderstand point..
not sure how 3 posts just instantly reply and miss this point.

You've got 5 rax 2 techlab 3 reactor.

You build 2 marauders and 6 marines, but accidentally hit the marine button 7 times.. now your tech lab rax has a marine queued up in it. potentially wasting a lot of production time.
It's very very easy for this to happen whilst playing high apm T, with multi drops, 3 bases and a fragile army that needs some level of baby sitting.

iirc it used to be that you'd have to tab to access the "other type" of barracks, thus you'd never get marines queued up on your tech lab rax if you didnt intend it
`dunedain
Profile Blog Joined April 2011
655 Posts
July 04 2011 15:32 GMT
#8
Just prioritize the tech lab units first when macroing, then you can spam the reactors with marines.

So pretending you have a 3rax going on (2tech, 1 reactor) and you want to make marines and marauders, type D-D-A-A instead of A-A-D-D.

By typing the Barracks tech units hotkeys, you fill those slots in the techlab first before allocating the marines to the reactor. This is how I do it, and it works without a hitch.

Hope this helps!
"In order to be created, a work of art must first make use of the dark forces of the soul." ~Albert Camus
chaosfreak11
Profile Joined April 2011
Singapore367 Posts
July 04 2011 15:38 GMT
#9
Spend the extra minerals used on queuing up for an exra barracks. 3 marines queued up= 150min
akalarry
Profile Joined January 2011
United States1978 Posts
July 04 2011 16:30 GMT
#10
i just have barracks for marauders and marines on separate hotkeys (mostly against toss). seems more efficient/easier to macro correctly when you have like 7 rax and you wanna make sure every tech lab is making marauders and not accidentally a marine
SirMilford
Profile Blog Joined September 2010
Australia1269 Posts
Last Edited: 2011-07-04 16:41:19
July 04 2011 16:41 GMT
#11
On July 05 2011 00:30 Eleaven wrote:
The op is making a very simple and hard to misunderstand point..
not sure how 3 posts just instantly reply and miss this point.

You've got 5 rax 2 techlab 3 reactor.

You build 2 marauders and 6 marines, but accidentally hit the marine button 7 times.. now your tech lab rax has a marine queued up in it. potentially wasting a lot of production time.
It's very very easy for this to happen whilst playing high apm T, with multi drops, 3 bases and a fragile army that needs some level of baby sitting.

iirc it used to be that you'd have to tab to access the "other type" of barracks, thus you'd never get marines queued up on your tech lab rax if you didnt intend it

Actually it is fairly easy to misunderstand because the problem should not exist. Build your tech lab units first then build your reactor units.

EDIT: Mentioned above -_-
IamTheArchitect
Profile Joined June 2011
United States46 Posts
July 04 2011 17:05 GMT
#12
The simplest solution I can think of is to just not queue too many units. Instead of saying I'm gonna get 3 marauders, 8 marines and then spend all remaining minerals on marines, leave the money unspent. It sounds like you're trying too hard to keep your money low when in reality the units don't get produced any faster if your queue 20 of them. Like someone said above, if you're money is too high, don't queue, just use the money to make more production buildings.
Concordantly while your first question may seem the most pertinent, you may or may not realize it is also that most irrelevant.
Demus
Profile Joined May 2010
Netherlands305 Posts
July 04 2011 17:18 GMT
#13
well, he does build his tech lab units first, but here's what happens:

in the 5 rax situation,

if you first build 2 marauders, and then 6 marines, but accidentally hit the marine button 7 times, one of the barracks with the techlab on it will have a wrong unit in it. If you then go back to micro-ing, and want to macro 20 seconds later, you want to hit 2 marauders and 6 marines again. It's just that then, the marine is clogging your tech lab, causing additional hassle.

At least, that's what i understood from it
Eleaven
Profile Joined September 2010
772 Posts
July 04 2011 17:39 GMT
#14
On July 05 2011 01:41 SirMilford wrote:
Show nested quote +
On July 05 2011 00:30 Eleaven wrote:
The op is making a very simple and hard to misunderstand point..
not sure how 3 posts just instantly reply and miss this point.

You've got 5 rax 2 techlab 3 reactor.

You build 2 marauders and 6 marines, but accidentally hit the marine button 7 times.. now your tech lab rax has a marine queued up in it. potentially wasting a lot of production time.
It's very very easy for this to happen whilst playing high apm T, with multi drops, 3 bases and a fragile army that needs some level of baby sitting.

iirc it used to be that you'd have to tab to access the "other type" of barracks, thus you'd never get marines queued up on your tech lab rax if you didnt intend it

Actually it is fairly easy to misunderstand because the problem should not exist. Build your tech lab units first then build your reactor units.

EDIT: Mentioned above -_-



derp.

Build your techlab units first AND THEN YOUR REACTOR MARINES. hit one too many times and now your techlab is queued up with a marine after the...... sigh Think.. one step further next time ;S
akalarry
Profile Joined January 2011
United States1978 Posts
July 04 2011 18:22 GMT
#15
when you get towards middle-late game, you're going to have to queue units because it's too hard to constantly produce units otherwise. having 5 reactored barracks (random example) means you'd have to press "a" 10 times every 20 seconds, which is frankly impossible when terran's multitask takes so much effort, and then pressing "d" 5 times every 25 seconds. it's better to just queue maybe 2-3 marines for each rax later on to ensure constant unit production since marines come out SO fast. it's all about priorities

cliffs: queuing has its uses
Carush
Profile Joined June 2011
United States356 Posts
July 04 2011 18:28 GMT
#16
if it's such a big deal just put your tech labbed and reactored buildings on different hotkeys

the way i deal with is i always know how many tech labbed barracks i have and so lets say i have five and it's tvp i'll go 4 ggddd then i just spam a and glance at the bottom to see when there are three little dots on the left most production building (meaning that i'm queuing 1 marine), hit escape and then get back to w/e
Kaitlin
Profile Joined December 2010
United States2958 Posts
July 04 2011 18:38 GMT
#17
On July 05 2011 02:39 Eleaven wrote:
Show nested quote +
On July 05 2011 01:41 SirMilford wrote:
On July 05 2011 00:30 Eleaven wrote:
The op is making a very simple and hard to misunderstand point..
not sure how 3 posts just instantly reply and miss this point.

You've got 5 rax 2 techlab 3 reactor.

You build 2 marauders and 6 marines, but accidentally hit the marine button 7 times.. now your tech lab rax has a marine queued up in it. potentially wasting a lot of production time.
It's very very easy for this to happen whilst playing high apm T, with multi drops, 3 bases and a fragile army that needs some level of baby sitting.

iirc it used to be that you'd have to tab to access the "other type" of barracks, thus you'd never get marines queued up on your tech lab rax if you didnt intend it

Actually it is fairly easy to misunderstand because the problem should not exist. Build your tech lab units first then build your reactor units.

EDIT: Mentioned above -_-



derp.

Build your techlab units first AND THEN YOUR REACTOR MARINES. hit one too many times and now your techlab is queued up with a marine after the...... sigh Think.. one step further next time ;S


Under the scenario of making too many marines, and the tech lab barracks queueing them, doesn't hitting ESC once prioritize taking the marine out of the tech lab queue ? Alternatively, you "could" shift+click off the tech lab barracks if you feel the need to spam queue marines.
Offhand
Profile Joined June 2010
United States1869 Posts
July 04 2011 20:05 GMT
#18
On July 05 2011 00:30 Eleaven wrote:
The op is making a very simple and hard to misunderstand point..
not sure how 3 posts just instantly reply and miss this point.

You've got 5 rax 2 techlab 3 reactor.

You build 2 marauders and 6 marines, but accidentally hit the marine button 7 times.. now your tech lab rax has a marine queued up in it. potentially wasting a lot of production time.
It's very very easy for this to happen whilst playing high apm T, with multi drops, 3 bases and a fragile army that needs some level of baby sitting.

iirc it used to be that you'd have to tab to access the "other type" of barracks, thus you'd never get marines queued up on your tech lab rax if you didnt intend it


Build the marauders first.
emc
Profile Joined September 2010
United States3088 Posts
Last Edited: 2011-07-04 20:23:58
July 04 2011 20:23 GMT
#19
1.) use different control groups for buildings with techlabs and ones with reactors. You could do all reactored rax/factories/starports together and all tech labed rax/fact/star together and just tab through rax/fact/star that way

or

2.) don't over queue, it's the only advice I can give you that way.
lorkac
Profile Blog Joined December 2010
United States2297 Posts
July 04 2011 20:27 GMT
#20
I build non-reactor units first, then I build reactor units....

It doesn't even need any hotkey change or setup or anything

Build marauders first, marines second.
By the truth we are undone. Life is a dream. Tis waking that kills us. He who robs us of our dreams robs us of our life --Orlando: A Biography
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