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[G] TheCore - Advanced Keyboard Layout - Page 138

Forum Index > StarCraft 2 Strategy
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EvilSource
Profile Joined March 2013
United Kingdom10 Posts
Last Edited: 2013-03-13 01:59:19
March 13 2013 01:55 GMT
#2741
been using this only a couple of hours now and already there is a massive difference the speed at which i play the "this is better then your average" is kind of handy and my APM went from ~100 to ~180 in the last few hours

the keys are very well layed out, i find the setting of cameras hotkeys "inconvenient" but how often do i do that ..... not very ... spawning drones for example is so fast just "poo", and "poi" for overlords for example.

having these simple task take up so little time now had given me so much more time to micro the battles etc.

with the combinations of shift and ctrl you basically have 12 keys right under your fingers and another 24 a tiny step away
meursault
Profile Joined January 2011
United States59 Posts
March 13 2013 03:22 GMT
#2742
Here's how I fixed my HoTS problems. I used the information in Sixtus's post to set up the necessary hotkeys based on the variant of the core I use. I then pasted these into the end of my hotkey file.

I then removed blank lines (not sure if necessary) then selected everything below the line
[Commands] and copied. I then pasted this into the following website:

http://alphabetizer.flap.tv/index.php

Next I alphabetized the lines and pasted them back in over the unalphabetized lines


It's pretty absurd that this is necessary. This worked for me. If it doesn't work for you I can try and explain it more effectively.
thayneq
Profile Joined March 2013
96 Posts
March 13 2013 03:25 GMT
#2743
been using the core for a few weeks. I'm brand new to SC2. My APM is already averaging 250 as zerg. Already playing HOTS campaign and going with standard, I can't possibly
imagine ever playing sc2 this way. TheCore is so damn awesome! Thank you jakatak!
bourkes
Profile Joined May 2012
Australia9 Posts
March 13 2013 06:15 GMT
#2744
On March 13 2013 12:22 meursault wrote:
Here's how I fixed my HoTS problems. I used the information in Sixtus's post to set up the necessary hotkeys based on the variant of the core I use. I then pasted these into the end of my hotkey file.

I then removed blank lines (not sure if necessary) then selected everything below the line
[Commands] and copied. I then pasted this into the following website:

http://alphabetizer.flap.tv/index.php

Next I alphabetized the lines and pasted them back in over the unalphabetized lines


It's pretty absurd that this is necessary. This worked for me. If it doesn't work for you I can try and explain it more effectively.


I did the same thing but i just put a space bellow the last line then added the new ones in, it worked fine, check later and it had put them in order.

I did however change the game hotkeys so when edited there wouldn't be any issues with what is stored on my b net account compared to what i changed in the hokey file.

i also found that there where some lines from sixtus post already in the hotkey file so make sure you search each line first
Czarnodziej
Profile Joined January 2011
Poland624 Posts
Last Edited: 2013-03-13 13:00:58
March 13 2013 11:42 GMT
#2745
On March 13 2013 10:02 JaKaTaK wrote:
Holy crap........... Just did some campaign..... This is completely fucked. This is going to be really difficult...

To make it even funnier, some of the abilities are hardcoded to certain keys (Q,W,E), which means you cannot change them in game. I hope it is a bug.

Edit:
Yay, I fixed it, following advice from SixtusTheFifth http://www.teamliquid.net/forum/viewpost.php?post_id=17999016
:D
EvilSource
Profile Joined March 2013
United Kingdom10 Posts
March 13 2013 12:32 GMT
#2746
I was looking at keypads and realized that this layout has essentially taken a keyboard and turned it into a keypad. but its better since the ctrl and shift are easier to press then keypad thumb buttons ... and you have the rest of the keyboard if you need it. I will be adopting a setup like this for all my games.

Need to get some new keys for my ducky keyboard so i can have the numbers etc as well as letters.
Isidor
Profile Joined February 2012
Sweden5 Posts
March 13 2013 13:09 GMT
#2747
In earlier versions of the core, in TRMM, the keys for Reactor and TechLab was - and [. Now in newer versions they are G and Y. Is this really correct or a mistake? Seems very weird and uncomfortable to me.
Que sera sera
madnessman
Profile Blog Joined May 2009
United States1581 Posts
March 13 2013 13:43 GMT
#2748
So I just downloaded and installed this. Everything is so different/confusing. I think I'll stay away from the ladder for a while.
Fiziks
Profile Joined December 2010
United States59 Posts
March 13 2013 14:57 GMT
#2749
On March 13 2013 22:09 Isidor wrote:
In earlier versions of the core, in TRMM, the keys for Reactor and TechLab was - and [. Now in newer versions they are G and Y. Is this really correct or a mistake? Seems very weird and uncomfortable to me.


I use TRMM and I agree that Y and G feels awkward and uncomfortable. Also since Y is so close to U, there have been several times where I reached up for Y with my pinky and just lifted all my Barracks off the ground. That was insanely frustrating, so I switched all tech labs to H and all Reactors to G. This makes is really easy to hit either of those quickly in the the early game and keeping it on a separate line from U ensures that you don't accidentally lift your rax off the ground.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
March 13 2013 15:51 GMT
#2750
@Fiziks

DO NOT USE YOUR PINKY FOR Y!!!

This is not ergonomic for your wrist. Instead use your ring finger, sliding your wrist to the side instead of twisting it.

Concerning Reactor and Techlab:

It used to be the case that the tech lab,reactor, and lift/land were prioritized after the first 2 units of a structure. We've moved them to last in priority in order to make units easier to produce. We could swap the add-ons with lift/land in order to prevent accidental lift/land though. I think that would be a good move to make.
Commentatorhttps://www.youtube.com/JaKaTaKtv
Coldlogic
Profile Joined December 2008
United States116 Posts
March 13 2013 17:11 GMT
#2751
This is very limited, but to anyone who needs Zerg Right Medium in !!!DVORAK!!!

AutomatedExtractor/Drone=H
Consume/GiantYeti=R
Consume/Lyote=R
GiantYetiLeap/GiantYeti=R
MindBolt/KerriganGhostLab=R
MorphToSwarmling/Larva=H
MorphToRaptor/Larva=H
MorphToCorpser/Larva=T
MorphToVile/Larva=T
MorphToHydraliskImpaler/Larva=M
MorphToHydraliskLurker/Larva=M
MorphToMutaliskBroodlord/Larva=8
MorphToMutaliskViper/Larva=8
MorphToSwarmHostSplitA/Larva=G
MorphToSwarmHostSplitB/Larva=G
MorphToHotSTorrasque/Larva=BracketClose
MorphToHotSNoxious/Larva=BracketClose
ParasiticInvasion/LarvalQueen=R
PrimalHeal/K5Kerrigan=B
PrimalSlash/K5Kerrigan=R
PsiStrike/K5Kerrigan=C
PsionicLift/KerriganGhostLab=C
QueenBurstHeal/Queen=M
SJHyperionBlink/SJHyperio
beetlelisk
Profile Blog Joined July 2008
Poland2276 Posts
March 13 2013 17:14 GMT
#2752
@JaKaTaK in case you can't edit your OP here's the thread to fix this
http://www.teamliquid.net/forum/viewmessage.php?topic_id=195482
wwww
sanddbox_sc2
Profile Joined October 2011
United States173 Posts
Last Edited: 2013-03-13 17:48:42
March 13 2013 17:33 GMT
#2753
The campaign isn't actually that hard to modify the hotkeys of as I first thought, so far it's only the first Kerrigan level that seems to give trouble.

I've only done the ice planet and the primal planet so far though so who knows.
ShaolinZorg
Profile Joined February 2013
Belgium47 Posts
March 13 2013 18:43 GMT
#2754
To make it even funnier, some of the abilities are hardcoded to certain keys (Q,W,E), which means you cannot change them in game. I hope it is a bug.

Edit:
Yay, I fixed it, following advice from SixtusTheFifth http://www.teamliquid.net/forum/viewpost.php?post_id=17999016
:D


I did that too but the keys remain hardcoded , i.e : kinetic blast on Q and there is no such entry in the hotkey file, anyone knows what to do ?
Qui veut voyager loin ménage sa monture
Sentient42
Profile Joined December 2012
United States69 Posts
Last Edited: 2013-03-26 13:06:19
March 13 2013 18:43 GMT
#2755
--
AlbinouZe
Profile Joined March 2013
France3 Posts
March 13 2013 19:03 GMT
#2756
On March 14 2013 03:43 ShaolinZorg wrote:
I did that too but the keys remain hardcoded , i.e : kinetic blast on Q and there is no such entry in the hotkey file, anyone knows what to do ?

In my case, I got as everyone annoyed by the Q for kinetic, so I went to the front edit to change it, which didn't work of course. Though, my changes somehow applied a bit later, either relaunching the campaign or the game (can't remember exactly, I didn't really paid attention).
ShaolinZorg
Profile Joined February 2013
Belgium47 Posts
March 13 2013 19:25 GMT
#2757
On March 14 2013 04:03 AlbinouZe wrote:
Show nested quote +
On March 14 2013 03:43 ShaolinZorg wrote:
I did that too but the keys remain hardcoded , i.e : kinetic blast on Q and there is no such entry in the hotkey file, anyone knows what to do ?

In my case, I got as everyone annoyed by the Q for kinetic, so I went to the front edit to change it, which didn't work of course. Though, my changes somehow applied a bit later, either relaunching the campaign or the game (can't remember exactly, I didn't really paid attention).


done , nothing happened ... I have no kinetic entry in the hotkey file,
could you take a look in your hotkey file and tell me if you have any (and show me the exact key) ?

Qui veut voyager loin ménage sa monture
Kiramind
Profile Joined June 2012
France6 Posts
March 13 2013 19:28 GMT
#2758
Hi,
I'm new to the Core and I'm trying it since 2 days. So far I am feeling that I improve at a satisfying pace. But I want to do things right and try to use the CG as suggested in "TheCore 0.6.2 Reference Spreadsheet". However, playing protoss with the PRM version, I am confused to what CG I should use and have few question :

* what are considered as ranged units ? (colossus, tempest,...)
* should I keep a CG containing my whole army as well a dedicated CG for each type of unit ? in which CG ?
* with which units should I put my sentries ?
* where should I put my immortals ?
* is it ok to keep a building probe in one CG ? (I have always played like this and I find hard to do otherwise). If yes, in which CG ?

By the way I am a french plat player (well I was plat in wol...), and I want to use the core because my apm was shit and I look for a way to improve it, as well as reach the CG more efficiently in order to split my army better (I had the bad habit of having one single CG for my army).

Thank you for the hard work you have put in this project.

kiramind

PS: do a reference document exist for AZERTY keyboards ?
Coldlogic
Profile Joined December 2008
United States116 Posts
March 13 2013 21:30 GMT
#2759
On March 14 2013 04:25 ShaolinZorg wrote:
Show nested quote +
On March 14 2013 04:03 AlbinouZe wrote:
On March 14 2013 03:43 ShaolinZorg wrote:
I did that too but the keys remain hardcoded , i.e : kinetic blast on Q and there is no such entry in the hotkey file, anyone knows what to do ?

In my case, I got as everyone annoyed by the Q for kinetic, so I went to the front edit to change it, which didn't work of course. Though, my changes somehow applied a bit later, either relaunching the campaign or the game (can't remember exactly, I didn't really paid attention).


done , nothing happened ... I have no kinetic entry in the hotkey file,
could you take a look in your hotkey file and tell me if you have any (and show me the exact key) ?



You have to add the entries in the fix to the hotkey file manually. They aren't in the hotkey file because you haven't added them in yet.
Coldlogic
Profile Joined December 2008
United States116 Posts
March 13 2013 21:35 GMT
#2760
[B]
* what are considered as ranged units ? (colossus, tempest,...)
* should I keep a CG containing my whole army as well a dedicated CG for each type of unit ? in which CG ?
* with which units should I put my sentries ?
* where should I put my immortals ?
* is it ok to keep a building probe in one CG ? (I have always played like this and I find hard to do otherwise). If yes, in which CG ?


These are mostly opinion answers, so take them with a grain of salt

1. Any unit that isn't melee. Anything that isn't a Zealot or Dark Templar...

2. You can, but you often want your army staggered. You wouldn't want to have all your colossi in the front because they would get destroyed very easily. Moving your entire army with 1 CG could cause units to get out of position.

3. Sentries are a spell caster that will be at the forefront of your army. The main army control group will allow you to cast spells with them.

4. Main army CG is typical, but w/e you want.

5. No... you should really only use probes to build when you need to, and the rest of the time send them to mine or scout or something else. When you need to build a building, pull the closest probe and build, then send it back to what it was doing.
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