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[G] TheCore - Advanced Keyboard Layout - Page 132

Forum Index > StarCraft 2 Strategy
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Ninjury_J
Profile Joined August 2012
Canada408 Posts
March 01 2013 23:03 GMT
#2621
Does anyone know why I keep getting the message "there is a hotkey conflict etc". At the start of every game? I have no conflicts...
“The supreme art of war is to subdue the enemy without fighting."- Sun Tzu
thayneq
Profile Joined March 2013
96 Posts
March 01 2013 23:31 GMT
#2622
I just started playing SC2 and have been learning TheCore. It is awesome!

I'm playing Zerg and I would like to know how other Zerg players do the following:

1) what control groups are you using for your scouts and creep spreading queens?

2) Since all hatcheries are on one control group, how do you know when to inject without going back to your base and actually hovering your mouse to see the timer? I thought it might work to bind your main hatch to the evo/spire group so you can use it as a timer

3) how do you inject for a macro-hatch that doesn't have its own camera?

4) Is it legal for me to rebind my Y and G free camera keys to my mouse wheel? I find it very useful to use these free cams for my rally point and my creep spread boundary. Having them quickly accessible on the wheel means I can set and reset them über fast. Plus I don't really use my mouse wheel so it seems wasted.

5) are you using mouse scroll (edge of screen) or mouse wheel drag scroll?

6) what does the "queens/all ups" control group mean on ZRMM? I'm putting queens and all tech buildings (baneling nest, hydra, roach, pool, etc) on the layered CG, then I'm putting evo and spire (upgrades) on M5. what goes on M4? seems to be a wasted key....

7) what's the best way to prevent queen-wander after a drop that killed an injecting queen? Also how do you recover when you accidentally add the wrong item to the wrong control group?
SixtusTheFifth
Profile Blog Joined September 2010
New Zealand170 Posts
March 02 2013 00:05 GMT
#2623
1.1) I put my scout on one of my harass keys, this reminds me that more than one control group exists and that I should use them.

1.2) I put my creep queens on L. I found L rather hard to press for some reason so I wanted something regular to do during games to practice pressing it. Creep and inject queens (on O) end up on the same cycle since tumors and injects have the same mana cost so rolling my index and ring fingers across OI gives me injecting, moving my fingers down and rolling across LK gives me my tumor plants.
thayneq
Profile Joined March 2013
96 Posts
March 02 2013 00:49 GMT
#2624
so you add tumors to your control group? Isn't that really hard to manage since they keep re spawning? And it sounds like you don't use layered injects?
Ninjury_J
Profile Joined August 2012
Canada408 Posts
Last Edited: 2013-03-02 02:46:11
March 02 2013 02:45 GMT
#2625
Welcome thayneq! I am glad you are enjoying TheCore so far!

1) I now put overlords on ' (jiop)
2) Hover your mouse over the queens. when they get over 25 energy, then inject. Alternatively, select your hatch cg, and click one. Then you will see the progress bar.
3) Make it a free cam, or make it your sixth base cam.
4) I don't know.
5) I currently use drag, but i think drag is better.
6) Jak's (and my) recommendation for upgrades is to put spire and evo with overlords on ' and the rest on p*.
7) Don't inject the base where the queen died. That's one reason why the layered cams are superior to the backspace method.
Ctrl shift resets cgs, which is amazing because ctrl shift click adds all units of a type to your selection.

By the way, I am reasonably involved in modifying the zerg layout with Jak. Many of the Z updates after 0.1 are the result of discussion between Jak, myself, Foxy, and occasionally others. If you have any more questions, or suggestions for improvement, I am happy to discuss!
“The supreme art of war is to subdue the enemy without fighting."- Sun Tzu
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
March 02 2013 05:46 GMT
#2626
2) I would strongly suggest taking a look at optimizing your settings. You should not have to hover to see your inject timer. I check my inject timings with queen energy, but if you fall out of sync, you can always click on the wireframe of the main hatch.



3) Just go through the inject as usual and then inject the macro hatch afterwards. (assuming you have a queen to inject it)
Otherwise, only do this when you have extra energy on the queen closest to it, because if you don't you will have wandering queens

4) If you're doing something not allowed by the blizzard UI its probably not tournament legal. As far as being straight up punishable by law, I'm not qualified to answer that question

5) I use both (my drag is bound to M4) but I really only drag scroll when adjusting free cameras to get them exactly where I want them.

6) I suggest putting your evo and spire in your overlord control group, and your tech structures with your injecting queens. The overlord CG could go on M4 if you're looking for something to use it for.

7) If a queen or hatchery dies, skip over that hatchery in your inject until the queen/hatchery is replaced.

If you add a wrong item in your control group, recall the CG, hold Ctrl+Shift, click on the wireframe of the wrong items, and press the button for the CG (while continuing to hold Ctrl+Shift).
Commentatorhttps://www.youtube.com/JaKaTaKtv
Ninjury_J
Profile Joined August 2012
Canada408 Posts
March 02 2013 06:23 GMT
#2627
Jak, when you say do not hover the mouse to check queen energy, how else would you do it? I think I remember you teaching me to select all queens and use the mouse to rest over their mini portraits in the wire-frame. Am I wrong?
“The supreme art of war is to subdue the enemy without fighting."- Sun Tzu
ShaolinZorg
Profile Joined February 2013
Belgium47 Posts
Last Edited: 2013-03-02 11:44:08
March 02 2013 11:29 GMT
#2628
Hello can you help me about CGs ?

just started sc2 and i have started using the core PRMM , i would like to be sure I use the CGs group correctly but i don't understand very well the suggested use of CGs on the spreadsheet,

for instance, does the recommended Nexus/Forge/FB/... CG means that this should be a mix of all of those buildings ?

for the moment, i focus on creating probes, gateway, stalkers, zealots in the most efficient way while try to use correctly the CGs, here is how i would do :

- mouse F : nexuses
- mouse B : gateways

what would you do for the remaining ?

also , I would like to understand how the macro cycle maps to the CGs and what would be a good cycling workflow

thanks,

shao
Qui veut voyager loin ménage sa monture
Spaceboy
Profile Joined February 2011
United Kingdom220 Posts
March 02 2013 14:32 GMT
#2629
On March 02 2013 14:46 JaKaTaK wrote:

6) I suggest putting your evo and spire in your overlord control group, and your tech structures with your injecting queens. The overlord CG could go on M4 if you're looking for something to use it for.



Could you explain a little bit why you'd put your tech in these control groups rather than just sticking it all together on one of its own? I'm sure you've put a lot more thought into this than I have and I'd love to know why you guys think this is optimal. Also when you say overlord control group are you actually having a group for all of your overlords (which I believe TLO does to pull them all from the map instantly when mutas show up in ZvZ).. or are you just referring to the group you might put the first initial scouting overlords on?
I am terrible at this game!
Ninjury_J
Profile Joined August 2012
Canada408 Posts
March 02 2013 16:33 GMT
#2630
@Shao: the slashes in the suggested control groups are additions. So nexus/forge means both.

@Spaceboy: if you put all tech building on one control group, that means you have 8 or 9 different structures on one group. That's a lot of tabbing. Splitting them up is more efficient, so "upgrades" and "research" are separate.

Yes, all the overlords go on that group, just like TLO. I recently starting doing it myself at Jak's suggestion! It is a suggestion thought, so don't feel compelled to follow!
“The supreme art of war is to subdue the enemy without fighting."- Sun Tzu
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
Last Edited: 2013-03-02 21:19:36
March 02 2013 17:06 GMT
#2631
@Ninjury
I believe thayneq was talking about hovering over the hatchery to see the inject timer. I do hover over wireframes to check on queen energy for injecting.

EDIT:

Fun fact: In the hotkey file the hydralisk range upgrade is called "hydraliskspeed/HydraliskDen" and the hydralisk speed upgrade is called "MuscularAugments/HydraliskDen"
Commentatorhttps://www.youtube.com/JaKaTaKtv
Ninjury_J
Profile Joined August 2012
Canada408 Posts
March 02 2013 22:50 GMT
#2632
Two words, Jak. Morph. Morphalisk.
“The supreme art of war is to subdue the enemy without fighting."- Sun Tzu
thayneq
Profile Joined March 2013
96 Posts
March 03 2013 06:10 GMT
#2633
On February 28 2013 23:51 JaKaTaK wrote:
Show nested quote +
On February 28 2013 21:26 Stow.Wif wrote:
I am a big fan of "tabbed production" but I like to tab backward as Terran, as you generally want to build those gas unit first then spend the remaining minerals on marines. I would really like the building priority to be reversed. Tabbing backward still use one more keypress than necessary.


Rebind the next subgroup button to previous subgroup. Its not as good as custom prioritization, but it might be better for you. I would definitely take a look at the priorities and shuffle them around with the previous subgroup function in mind though.


Are you suggesting you can customize the order that units show up in a control group of mixed units??? If so, how do you do this?
Striding Strider
Profile Joined February 2011
United Kingdom787 Posts
March 03 2013 09:31 GMT
#2634
Which layout is recommended for UK keyboards?

http://en.wikipedia.org/wiki/Keyboard_layout#United_Kingdom
I have a beard. I'm unprofessional.
slowbacontron
Profile Joined October 2012
United States7722 Posts
March 03 2013 09:55 GMT
#2635
On March 03 2013 15:10 thayneq wrote:
Show nested quote +
On February 28 2013 23:51 JaKaTaK wrote:
On February 28 2013 21:26 Stow.Wif wrote:
I am a big fan of "tabbed production" but I like to tab backward as Terran, as you generally want to build those gas unit first then spend the remaining minerals on marines. I would really like the building priority to be reversed. Tabbing backward still use one more keypress than necessary.


Rebind the next subgroup button to previous subgroup. Its not as good as custom prioritization, but it might be better for you. I would definitely take a look at the priorities and shuffle them around with the previous subgroup function in mind though.


Are you suggesting you can customize the order that units show up in a control group of mixed units??? If so, how do you do this?

I'm pretty sure that cannot be done, sadly. Not 100% sure what JaKaTaK was saying with that last sentence, but I believe the best one can do right now in tabbing is figure out whether using the "next subgroup" button or the "previous subgroup" button is more efficient for your intentions.

On March 03 2013 18:31 Striding Strider wrote:
Which layout is recommended for UK keyboards?

http://en.wikipedia.org/wiki/Keyboard_layout#United_Kingdom

Pick your layout as one normally would (race, handedness, hand size, mouse buttons). I don't know much about the state TheCore for different keyboards, you might have to consult someone like JDub to convert TheCore to your keyboard layout.
jjakji fan
t0b4cc0
Profile Joined May 2012
Austria12 Posts
Last Edited: 2013-03-03 10:47:37
March 03 2013 10:35 GMT
#2636
Hi!

I thought about trying out the core, but i really dont know if i shall get large medium or small... Is there any indicator for this? (for example: try to reach this and that key with those fingers, if it works, large)

All 3 seem to fit my hand in the firsplace (since the keys just shift to the side...)

€dit ok so after looking at the pics, and trying to position my hand in the several layouts, i see the difference..... its just the distance from thumb keys to main keys that changes ~.~
JDub
Profile Joined December 2010
United States976 Posts
March 03 2013 15:44 GMT
#2637
On March 03 2013 19:35 t0b4cc0 wrote:
Hi!

I thought about trying out the core, but i really dont know if i shall get large medium or small... Is there any indicator for this? (for example: try to reach this and that key with those fingers, if it works, large)

All 3 seem to fit my hand in the firsplace (since the keys just shift to the side...)

€dit ok so after looking at the pics, and trying to position my hand in the several layouts, i see the difference..... its just the distance from thumb keys to main keys that changes ~.~

Yep, your thumb will always be in the same place, and all of the keys will always be as compact as possible, so your hand size will just determine the distance between your 4 fingers and your thumb.

If you don't have particularly large or small hands, the medium layout should work. If resting your fingers on j,i,o,p with your thumb on ctrl is uncomfortable (too cramped or too much of a stretch), then consider small or large layouts.
MilAgro
Profile Blog Joined March 2011
Germany102 Posts
March 03 2013 16:13 GMT
#2638
Hello, I have a question.
The Core layout tells me to bind different production facilities to 1 hotkey and tab through them with 1 Key.
Isnt that alot of double tapping?

Before using the core I had gateways, robo and stargate on different hotkeys, so when I wanted to build a Phoenix I hit 2 keys, now I hit 4 keys and the middle 2 are double tapping for changing fdrom gateways over robo to stargate production.
Ofc the core gives more groups for army movement, but isntz it actually making production slower after all?
http://www.youtube.com/user/Sc2MilAgro
reruns
Profile Joined May 2011
2 Posts
Last Edited: 2013-03-03 18:29:27
March 03 2013 18:28 GMT
#2639
It seems like having more army control groups would reduce the number of keys you press in the long term (once your micro reaches a certain level), so it's definitely worth it. While your production will take more keys, you know when you're going to need those actions in advance, so it shouldn't actually slow you down.

If it's really killing you, you can shave some actions by cycling in reverse as well. In The Core (PRM, at least), it's on alt+/, but my understanding is that it's not intended to be used that way. You can probably find someplace that works for you.

You can also try to streamline your production so that the timings line up for when you need to use different types of buildings on the same control group.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
Last Edited: 2013-03-03 20:00:41
March 03 2013 19:59 GMT
#2640
@MilAgro

The biggest benefit of tabbed production is being able to check all of your production without leaving the homerow (and only pressing 2 buttons). It also allows for more control groups for army. We spent a lot of time considering designing the layout for 2, 3, or 4 macro control groups (1 and 5 seemed wildly inefficient, although if we could customize priority it would be worth reconsidering 1). 2 Macro CGs seemed like the best option, especially because we could keep all macro on the home row (non-home keys take 4-5 times longer to press). Of course, feel free to use the 10 CGs as you think is best

@thayneq

I was saying that you should look at the priority of each building in order to decide how best to split up the buildings in your macro CGs. If you aren't using the suggestion for use of CGs, it would be worth reconsidering which upgrade/reseach structure should go in each group.

@EVERYONE

Welcome to TheCore 0.6.2

PATCH NOTES:
Transformation Servos Upgrade now re-included to keep up with HotS patch.

Hydra Speed Prioritized over Hydra Range (all speed upgrades for Zerg are now on the same key)

Swarm Host rally is now on a non-throwaway key (ability 1)

PTR: Unburrow has been changed to match burrow

Z: Burrow and unburrow are now prioritized as Ability 3 (this means the 3rd ability for ground spellcasters has been moved down 1 spot in priority in order to make burrowing easier and faster)

Z: Upgrades have been fixed so that all carapace is the same, ranged and air weapons are the same etc (I thought we did this in 0.6.1 but we didn't, sorry!)


What is left to do until TheCore 1.0 is released?

All Layouts: Complete Rework of observing so that it does not overlap with playing keys

All Layouts: HotS Campaign Compatibility

Considerations for Previous Subgroup and Rotate Camera Abilites

Rework of OP on TL

Rework of Reference Spreadsheet


We're hoping to have 1.0 released as soon as possible after HotS, but there's no telling what complications we may run into with the campaign and new observer functions, as always we will be keeping you posted as everything develops.

Thanks as always for your support and testing. Its been an excellent beta test and we're all very excited to be moving into TheCore 1.0
Commentatorhttps://www.youtube.com/JaKaTaKtv
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