I must sound presumptuous to write a 'guide' despite not being Main-Race Protoss. However I would like to open this set-up and technique up for discussion as I believe Protosses have not been using it effectively yet. Just hear me out first.
Background
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I was experimenting with hotkey set-ups for Protoss and realized some unique characteristic of MBS (Multiple Building Select) control groups. The effect of this could be that Protoss could have the most efficient form of control grouping for pylon warp-ins, meaning absolutely no reason you would 'look away' from a battle.
My theory is based originally off this thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=156842¤tpage=2
However, this thread only speaks about having one pylon hotkeyed. What if they kill that Proxy after you creep forward? You have to keep 'finding it' again; this may be hard if you're mentally focusing on the battle.
My theory is based originally off this thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=156842¤tpage=2
However, this thread only speaks about having one pylon hotkeyed. What if they kill that Proxy after you creep forward? You have to keep 'finding it' again; this may be hard if you're mentally focusing on the battle.
What if there was a way to achieve warp-ins in key locations with minimal mouse scrolling (pushing the borders of your screen to find the proxy pylon and/or inbase defensive pylons)? What if it was possible to manage your warp-ins even including your warp prisms with this exact same technique?
Featuring Pictures (In spoilers)
Assumptions
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1. I have assumed here that using mouse scrolling is a less efficient way than re-centering the screen with control groups. The reason for this is less screen shaking, and hence less need to 'refocus on your mouse position on the map and finding the pylon.
2. I have also assumed that harassment and drops from multiple angles can be managed to a degree with a round of Warp-Ins when you're pushing out instead of just turtling until max.
3. My third and biggest assumption is that you do not need to 'follow' a warp prism on-screen to control it around the map and set it up in position.
If you do not believe these assumption to be true, please disregard any part of my guide.
2. I have also assumed that harassment and drops from multiple angles can be managed to a degree with a round of Warp-Ins when you're pushing out instead of just turtling until max.
3. My third and biggest assumption is that you do not need to 'follow' a warp prism on-screen to control it around the map and set it up in position.
If you do not believe these assumption to be true, please disregard any part of my guide.
These are my current findings of the MBS game mechanic
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1. If multiple buildings in a control group are double tapped to center on them, it will go to the closest one possible. I came to this understanding from using Zerg and just double tapping the 'larva usage' control group (as opposed to the individual base control groups e.g. 5-8).
This is the primary mechanic by which this technique works at all.
2. If you have a unit and a building in the same control group and you double tap, it prioritizes the building to center on, instead of the unit. This appears to work as long as you control group the building before the unit.
Quite a few Australian players use an inject method utilizing a Queen + Hatchery together in a hotkey; most notable in the international scene is Moonglade and tgun. It is actually faster than the backspace inject method at its fastest, because you simply double tap, click V for inject, and then just click on the hatchery. The best thing about this technique is that the hatchery is centered perfectly for your inject, there's absolutely no need to reposition your screen to make it happen!
3. Pylons don't have rallies. Self-explanatory really.
4. Right mouse clicking on the unit portrait centers it to that unit.
This is the primary mechanic by which this technique works at all.
2. If you have a unit and a building in the same control group and you double tap, it prioritizes the building to center on, instead of the unit. This appears to work as long as you control group the building before the unit.
Quite a few Australian players use an inject method utilizing a Queen + Hatchery together in a hotkey; most notable in the international scene is Moonglade and tgun. It is actually faster than the backspace inject method at its fastest, because you simply double tap, click V for inject, and then just click on the hatchery. The best thing about this technique is that the hatchery is centered perfectly for your inject, there's absolutely no need to reposition your screen to make it happen!
3. Pylons don't have rallies. Self-explanatory really.
4. Right mouse clicking on the unit portrait centers it to that unit.
So how does this improve your Pylon Warp-In management?
To execute you need to be able to do the following:
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1. Knowing how to spread out Pylons well around your base to not only power, but also to Warp-In in most areas. I would consider this good Sim-City.
2. Identifying the key pylons you might want to use to Warp-In around. This is positioning.
3. Controlling a unit by moving it alongside the mini-map.
4. Using the minimap to find enemy movement and center on that area of the map.
2. Identifying the key pylons you might want to use to Warp-In around. This is positioning.
3. Controlling a unit by moving it alongside the mini-map.
4. Using the minimap to find enemy movement and center on that area of the map.
Technique.
1. Put a control group on your Wall-Off Pylon (In this case, let's use 4)
2. Add any Proxy Pylons (All of them)
3. Add your Pylons around your base which you might warp-in around to manage drops/harrassment. (This usually becomes relevant once you start expanding)
4. Add your Warp Prism as you tech up to it in the mid-game.
5. When you want to find the closest pylon in proximity to you, double tap 4. You will automatically center on the CLOSEST pylon to where you are on the map.
Basic Technique
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![[image loading]](http://i.imgur.com/O7JEF.jpg)
Example of random Protoss army with standard 3 control-group set-up.
![[image loading]](http://i.imgur.com/HJGRE.jpg)
Finding your Pylon & Warp Prism Control group. NOTE: Warp prism is not centered, meaning I just selected the group without moving the screen at all.
![[image loading]](http://i.imgur.com/V8XZr.jpg)
Double Tap, I get to the closest Proxy Pylon.
![[image loading]](http://i.imgur.com/R9H43.jpg)
Finding a random location on map away from pylon & Army.
![[image loading]](http://i.imgur.com/B8CrN.jpg)
Double Tap! Straight to the Closest Proxy Pylon. Note my back-up Proxy (Near other Xel-Naga tower) in case my first Proxy Pylon is destroyed. I will automatically center on the other pylon if I need to Warp-In and my closest proxy is destroyed. No longer do I worry about being unable to reinforce in the midst of Micro!
6. When you need to position your warp prism, also just tap 4 and direct it on the mini-map. When you need to use it to Warp-In, just tap 4, single-select the Warp Prism and use the Unit Portrait to center on it. You can then Warp-In with it like any other pylon.
Managing Warp Prisms
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Dealing with harrass
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Implications and Impact of this technique
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* When attacking (e.g. 4 Gate) you need to constantly refuel your army. You do not need to slowly 'find' your pylon with mouse by pushing around the screen or looking at the minimap. You just double-tap the control group and find it.
* When defending a drop, you usually center on the map to see what is coming at you. From there, just double tap 4 and you are immediately placed with the CLOSEST pylon to that position on the map where the drop/harrass is coming in.
* When under the threat of Ling Runbys in PvZ, being close on the minimap to where they're coming, and double tapping to immediately bring you to the choke point makes Warp-Ining in a Zealot to block incredibly fast. You can also use the Pylon centering to get to your Sentries there (Meaning you don't need to control group armies in defense!)
* Your Warp Prism can be put in the same management group as your Warp-In Pylons, meaning you do not waste one of your primary army hotkeys to manage it individually.
* When defending a drop, you usually center on the map to see what is coming at you. From there, just double tap 4 and you are immediately placed with the CLOSEST pylon to that position on the map where the drop/harrass is coming in.
* When under the threat of Ling Runbys in PvZ, being close on the minimap to where they're coming, and double tapping to immediately bring you to the choke point makes Warp-Ining in a Zealot to block incredibly fast. You can also use the Pylon centering to get to your Sentries there (Meaning you don't need to control group armies in defense!)
* Your Warp Prism can be put in the same management group as your Warp-In Pylons, meaning you do not waste one of your primary army hotkeys to manage it individually.
Concluding thoughts:
I still have not solved usage of multiple Warp-Prisms yet with this technique. Despite this, I strongly believe using this technique will allow Protosses to seamlessly implement Warp Prisms into their play without needing to focus on re-mapping control groups or reach for weird groups not used normally.
Added:
On November 15 2011 12:07 Whiplash wrote:
Could you make a video or something to show how this is used in game?
Could you make a video or something to show how this is used in game?
The best I have to demonstrate is the replay I used to take screenshots of the technique. Note how minimally I used mouse scrolling ingame (only to build base pylons/robo/gateways etc), rather I relied predominantly on control groups and minimap to move across the screen in various places without trying to 'tune' my camera.
REPLAY - Against AI
Please leave thoughts.
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