i have a japanese keyboard layout however i cana easily use the left handed layout cause all the key is the same :p
[G] TheCore - Advanced Keyboard Layout - Page 124
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kamidesu
Thailand25 Posts
i have a japanese keyboard layout however i cana easily use the left handed layout cause all the key is the same :p | ||
JaKaTaKSc2
United States2787 Posts
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Snusmumriken
Sweden1717 Posts
![]() Made some modifications for hots and changed the lift/landkey from K to U as I often accidentally lifted buildings instead of repairing them (and patrol from u to n) but otherwise I prefer that version over the current one. If someone can tell me what im missing out on I might change my mind. So go ahead and try. ![]() | ||
JaKaTaKSc2
United States2787 Posts
0.6 was a re-ordering of unit and ability priorities based on tech tree>resource cost, instead of the data we were using because the meta game has changed so much that those priorities are no longer valid. This way, when the meta game changes TheCore will stay the same. 0.5 had a lot of changes, but I can't remember all of them. We changed the modifiers to be: Shift - Recall Camera Ctrl - Add to CG Ctrl+Shift - Create CG Alt - Set Camera Because of this we moved where the Layered Cameras were because using Shift to recall would overlap with Shift queuing abilites. For Zergs we added a layered CG to make the Layered Inject even faster. Actually, 0.3.3 may only have had 16 layouts instead of the now 48 available layouts because we account for different hand sizes. We also optimized observer functions so that you can observe, control and watch replays better. I am sure there are more changes that I'm not remembering... anyone else? | ||
JDub
United States976 Posts
On February 13 2013 03:36 JaKaTaK wrote: I can't remember what 0.3.3 had, but the changes were pretty huge. 0.6 was a re-ordering of unit and ability priorities based on tech tree>resource cost, instead of the data we were using because the meta game has changed so much that those priorities are no longer valid. This way, when the meta game changes TheCore will stay the same. 0.5 had a lot of changes, but I can't remember all of them. We changed the modifiers to be: Shift - Recall Camera Ctrl - Add to CG Ctrl+Shift - Create CG Alt - Set Camera Because of this we moved where the Layered Cameras were because using Shift to recall would overlap with Shift queuing abilites. For Zergs we added a layered CG to make the Layered Inject even faster. Actually, 0.3.3 may only have had 16 layouts instead of the now 48 available layouts because we account for different hand sizes. We also optimized observer functions so that you can observe, control and watch replays better. I am sure there are more changes that I'm not remembering... anyone else? We also now support the campaign! :D | ||
JaKaTaKSc2
United States2787 Posts
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Laquendi
Finland35 Posts
+1 for campaign support. Finally finished 100% WoL achievements with TheCore. Really helps with the transition. Great hotkeys guys. | ||
Mar_1910
Poland22 Posts
:-) | ||
JaKaTaKSc2
United States2787 Posts
On February 14 2013 04:05 Mar_1910 wrote: Same with HOTS campaign? :-) I don't understand the question. TheCore will support HotS Campaign as quickly as possible after release. | ||
Mar_1910
Poland22 Posts
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JDub
United States976 Posts
On February 14 2013 04:39 Mar_1910 wrote: Yes I was wondering if TheCore supports the Hots campaign. It is not released so i thought it will be tricky question:-) We have no idea what new units (including hero units) and abilities there will be in the campaign, so we essentially cannot do anything to start working on support for the HotS campaign until the game is actually released. | ||
Lobotomist
United States1541 Posts
actually, I guess there could be some issues with units and buildings that are only available in the campaign. whatever, never mind | ||
JaKaTaKSc2
United States2787 Posts
Not necessarily. It is likely that some will carry over, but we have very little idea what the campaign will look like for a full run and what will carry over. For example, we had to have multiple lines in the hotkey file to account for upgrades for players that chose the ultra capacitor perk in the Laboratory. It still would be reasonable to add in the hotkeys as you go though. Especially if they design the campaign in HotS similarly to WoL in that 1 unit was introduced at a time. | ||
Photon99
7 Posts
Overall I think moving to the right side of the keyboard and putting shift under your thumb is genius. The first thing I've noticed when using this is how little my left hand moves when I play the game. Using (modified) standard, my hand has to jump all over, reach from CAPS to H/Y and doing things like CTL+5 -- while with the Core everything is right there. I think in time I will never look down at the keyboard, while I had to do that a fair bit before. I remapped a few important things: 1) I put build basic on I and build advanced on K. To me these are worker primary and secondary specialty abilities, and I want them very convenient. I don't like pressing ' very much, the only thing I still have on it is build nexus which is only done a few times per game. 2) I put pylon on I so I can double tap I to quickly build a pylon 3) I find M comma and period too difficult to use. To me the pinky can easily press J H N, while the ring finger can easily press I K and 8. So I remapped all 3rd abilities to 8. 4) Not sure what you were thinking with Select Warp Gates. I ended up moving this to a side mouse button, which is working pretty well. The transition is going well, I'm only in Gold so I don't have tons of hours on Standard. My advice to others is do practice in a build order or unit trainer for 20 minutes a day while using your old hot key setup for playing games. When you are feeling comfortable play some FFAs -- these give you a chance to use any build order you like and tends toward the macro game, plus they are fun and low stress. After about 3 weeks you should be able to complete the transition and abandon your old ways! Thanks for your efforts putting these videos and layouts together, I'll check back in when my transition is complete. | ||
JDub
United States976 Posts
On February 15 2013 04:33 Photon99 wrote: I remapped a few important things: 1) I put build basic on I and build advanced on K. To me these are worker primary and secondary specialty abilities, and I want them very convenient. I don't like pressing ' very much, the only thing I still have on it is build nexus which is only done a few times per game. 2) I put pylon on I so I can double tap I to quickly build a pylon 3) I find M comma and period too difficult to use. To me the pinky can easily press J H N, while the ring finger can easily press I K and 8. So I remapped all 3rd abilities to 8. 4) Not sure what you were thinking with Select Warp Gates. I ended up moving this to a side mouse button, which is working pretty well. First off, thanks a lot for the feedback. I'm sure Jak appreciates it greatly. I assume you are using PRM, but it's good to specify which layout you are using, especially when you reference moving around specific keys. I just wanted to add a couple comments as a response: 1) I think the vast majority of building hotkeys are on middle finger/ring finger keys, so having build basic and build advanced on your index finger allows for very fast combinations. For example, it's faster to go Apostrophe,K then it is to go I,K since I and K are both hit with the same finger (the first is nearly instantaneous, the second is slightly less than instantaneous). Just wanted to point out the reasoning behind that. 2) Makes sense with your changes from 1). 3) I find period pretty difficult to use, but that can be your 10th control group / unused so no biggy there. As for M and Comma, I think M is actually easier to press than H or N (this is what Jak found in his investigation detailed in the Key Scores section of the Development Document, although that shows keyscores for left-handed layouts). Comma is one of the more difficult keys, and making the sacrifice of an easy to hit free camera (8) to make for an easier to hit 3rd ability key isn't a totally unreasonable trade-off, although I suspect Jak would have more to say about it. 4) Anything to set Ctrl+Shift+Alt+anything was meant to be a "throwaway" key in TheCore (or in other words, intended not to be used). Jak instead recommends grouping your warp gates together in your production control group, and using that control group for warpins. | ||
bogren
Sweden7 Posts
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JDub
United States976 Posts
On February 15 2013 05:49 bogren wrote: Just installed hots and installed the core ZRM, but there are three unbinded keys (console, select army units & something about screen res.) Is that purposely? Are you using the US version of a different keyboard layout version? Are you using the latest version (0.6.1)? There should be no unbound keys. | ||
fighter2_40
United States420 Posts
I used to have o: CC p: Rax 9: tech production L: army ; : army 2 but that's kinda annoying when you get army 3 etcc.... so I'm trying to change it to 90-= macro and op[] army in addition to L;. This is intuitive because it allows all the macro keys to be on one row of the keyboard and all the army keys to be on another row. The problem is by doing this i'm reaching almost as far as 1234 in the normal hotkey layout for my macro keys and it's kinda straining my hand. WHAT DO? | ||
JaKaTaKSc2
United States2787 Posts
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Berke
Germany4 Posts
I am using TRMM 6.1 German. (Downloaded i think yesterday) Predefined key for producing hellbat/battle hellion is "v". which seems to be far away from all the other keys. Please verify if it. PS: First post here ![]() | ||
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