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[G] TheCore - Advanced Keyboard Layout - Page 144

Forum Index > StarCraft 2 Strategy
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Prev 1 142 143 144 145 146 432 Next
InfCereal
Profile Joined December 2011
Canada1759 Posts
March 19 2013 01:25 GMT
#2861
Got any versions that don't use the f keys?
Cereal
fengshaun
Profile Joined April 2012
149 Posts
March 19 2013 01:27 GMT
#2862
The keyboard is tilted quite heavily, so putting your hands in "typing mode" home row requires you tilt your whole upper body (or at least your whole arm). After a few games, the discomfort really adds up!
Ninjury_J
Profile Joined August 2012
Canada408 Posts
March 19 2013 01:59 GMT
#2863
The f keys aren't prevalent, I guess you can use T, F and V instead. Why don't you want to use f keys?

Feng, I guess we will have to continue to disagree. The twist isn't fun, but it is fine. I don't find it painful.
“The supreme art of war is to subdue the enemy without fighting."- Sun Tzu
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
March 19 2013 02:20 GMT
#2864
Okay, so I recently put Enter to the measure that we've put the other keys to and it receives and 8 with the index. (initially we scored it for use with the thumb then later decided to scrap it all together. IMO it is not worth moving enter unless there is something we can put there. Here's what I've been thinking for the non-mouse button CG versions:

Enter - Previous Subgroup
M4 - Rotate Left
M5 - Rotate Right
Middle - Drag Scroll
Scroll wheel - Zoom

I haven't been able to play 1v1 because of my computer, but I'll be testing out the mouse buttons once I get back up and running.

Other options would be using Enter and Backslash for the two camera rotation buttons. The accidentally pressing something argument is not important at all IMO. Unless its something like the lift-off/add-on situation.
Commentatorhttps://www.youtube.com/JaKaTaKtv
Ninjury_J
Profile Joined August 2012
Canada408 Posts
March 19 2013 03:22 GMT
#2865
Personally I prefer the second option (enter and bak/ for rotations. That way it works for mouse layouts too. I don't like camera on the mouse, because the next move you need to make is a click, usually.
“The supreme art of war is to subdue the enemy without fighting."- Sun Tzu
Dark Seraph
Profile Joined July 2011
United States30 Posts
March 19 2013 03:27 GMT
#2866
I thought I'd share what I've changed to TheCore for myself so that I can use 4 macro keys for terran (this is just my personal preference, I'm not saying that using 4 macro keys is better):

I use TRM and use 'O' for barracks (I have all army production buildings here as well just to keep tabs on them), 'P' for CC's, 'L' for factories and ';' for starports.

I changed build advanced to 'enter' so that I could squeeze in an extra control group as '='. I really like having all 6 of my army control groups above and just to the right of my homekeys and the build keys below them as I get a rhythm going where I'm constantly moving around the keys above to control my army and then move to the keys below when I need to macro inbetween. Also, I don't spend a lot of time each game using 'build advanced' so I didn't see the point in sacrificing a control group in order to use 'build advanced' slightly faster. Lastly, I moved the ',' camera key to '/'.

Is anyone else using TRM with 4 macro hotkeys? I'm curious how others are using it.

SpoogeCoffer
Profile Joined September 2012
New Zealand51 Posts
March 19 2013 07:04 GMT
#2867
Fuckkkkk updated to 0.6.2 I use the random layout (RRMM), techlab and reactor are on , and G. Those are just the worst keys ever, why did this change need to be made?
Ticcie
Profile Joined June 2010
Netherlands43 Posts
March 19 2013 07:26 GMT
#2868
On March 19 2013 11:20 JaKaTaK wrote:
Okay, so I recently put Enter to the measure that we've put the other keys to and it receives and 8 with the index. (initially we scored it for use with the thumb then later decided to scrap it all together. IMO it is not worth moving enter unless there is something we can put there. Here's what I've been thinking for the non-mouse button CG versions:

Enter - Previous Subgroup
M4 - Rotate Left
M5 - Rotate Right
Middle - Drag Scroll
Scroll wheel - Zoom

I haven't been able to play 1v1 because of my computer, but I'll be testing out the mouse buttons once I get back up and running.

Other options would be using Enter and Backslash for the two camera rotation buttons. The accidentally pressing something argument is not important at all IMO. Unless its something like the lift-off/add-on situation.


Or move things currently on keys with a worse score up there, but those may not be used often enough to warrant the change.

Different question: According to the development document the B scores better than the G. However, in the TRM layout the B is only used for some campaign keys while the G has actual non-campaign use. Any reason for that or is it just a coincidence because of the TRM layout?
More lurking more better
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
March 19 2013 14:50 GMT
#2869
On March 19 2013 12:22 Ninjury_J wrote:
Personally I prefer the second option (enter and bak/ for rotations. That way it works for mouse layouts too. I don't like camera on the mouse, because the next move you need to make is a click, usually.


I agree that they're better on the keyboard, good point. I'm going to have to look at the left side and see if there's any room for them (I'm pretty sure there is not). As far as the right side is concerned, that looks like an excellent solution.


On March 19 2013 16:26 Ticcie wrote:
Show nested quote +
On March 19 2013 11:20 JaKaTaK wrote:
Okay, so I recently put Enter to the measure that we've put the other keys to and it receives and 8 with the index. (initially we scored it for use with the thumb then later decided to scrap it all together. IMO it is not worth moving enter unless there is something we can put there. Here's what I've been thinking for the non-mouse button CG versions:

Enter - Previous Subgroup
M4 - Rotate Left
M5 - Rotate Right
Middle - Drag Scroll
Scroll wheel - Zoom

I haven't been able to play 1v1 because of my computer, but I'll be testing out the mouse buttons once I get back up and running.

Other options would be using Enter and Backslash for the two camera rotation buttons. The accidentally pressing something argument is not important at all IMO. Unless its something like the lift-off/add-on situation.


Or move things currently on keys with a worse score up there, but those may not be used often enough to warrant the change.

Different question: According to the development document the B scores better than the G. However, in the TRM layout the B is only used for some campaign keys while the G has actual non-campaign use. Any reason for that or is it just a coincidence because of the TRM layout?


Not sure what you mean by "Or move things currently on keys with a worse score up there" can you be more specific?

The key scores deserves its own video. Its something we've been avoiding talk about because its such a complex topic, and if we were to explain only part of the key scoring system it wouldn't make any sense. Once my compy comes back to live I'll get to work on that video.
Commentatorhttps://www.youtube.com/JaKaTaKtv
EvilSource
Profile Joined March 2013
United Kingdom10 Posts
March 19 2013 17:09 GMT
#2870
Just a thought for helping learning TheCOre we could do with a keyboard reference chart with each keys action (not race specific) ill make a quick one to give you an idae what i mean ... like in your first video but with each colour so white = normal key, red = ctrl, green=ctrl, blue = shift then on each key i.e. in the red/blue section would be Make CG, the white would be Recall Control Group, Alt would be Make Camera, Shift wound be recall camera. so you can see what each key does with each modifier (global only)
Juvator
Profile Joined July 2010
Netherlands199 Posts
Last Edited: 2013-03-19 17:21:42
March 19 2013 17:11 GMT
#2871
I can't seem to set these camera control points right.

When I press for example Alt + S to set my ramp view I need to have a unit or building selected there to be able to even set it.
Because every time I press Alt it automatically goes to selected unit, because that's what its bound to.
What this means is that when I don't have a unit or building on that spot it just moves back to my selected command center.
It's very frustrating and I don't understand why it works like that. It doesn't seem like a good option to me or i'm doing something terribly wrong here.

Do I need to unbind Alt - Automatically go to selected unit/building ?
War does not determine who is right - only who is left.
JDub
Profile Joined December 2010
United States976 Posts
March 19 2013 17:37 GMT
#2872
On March 20 2013 02:11 Juvator wrote:
I can't seem to set these camera control points right.

When I press for example Alt + S to set my ramp view I need to have a unit or building selected there to be able to even set it.
Because every time I press Alt it automatically goes to selected unit, because that's what its bound to.
What this means is that when I don't have a unit or building on that spot it just moves back to my selected command center.
It's very frustrating and I don't understand why it works like that. It doesn't seem like a good option to me or i'm doing something terribly wrong here.

Do I need to unbind Alt - Automatically go to selected unit/building ?

Alt centers on selected unit to make it easy to center your base cams exactly at the center of your bases. For setting up all your cameras when the game starts, you can:

1) Hold down alt.
2) Click on the minimap to move the camera (while holding down alt).
3) Press the key to set the camera location.
4) Repeat steps 2-3 as necessary for all your camera locations.

Personally, for my ramp camera I use one of my free cams. The 6 layered cams I use for base cameras.
JDub
Profile Joined December 2010
United States976 Posts
March 19 2013 17:44 GMT
#2873
On March 20 2013 02:09 EvilSource wrote:
Just a thought for helping learning TheCOre we could do with a keyboard reference chart with each keys action (not race specific) ill make a quick one to give you an idae what i mean ... like in your first video but with each colour so white = normal key, red = ctrl, green=ctrl, blue = shift then on each key i.e. in the red/blue section would be Make CG, the white would be Recall Control Group, Alt would be Make Camera, Shift wound be recall camera. so you can see what each key does with each modifier (global only)

I'm not exactly sure how what you are suggesting is different than the existing Visual Aides in the OP. See this one, for instance (the visual aide for RRS):

[image loading]
Control groups (Red) are set with Ctrl+Shift+key, and added to using Ctrl+key.
Layered cameras (Orange) are set with Alt+key, and recalled with Shift+key.
Free cameras (Green) are set with Shift+key, and recalled with just hitting the key.

The yellow keys don't have their actions in the picture, but they are idle worker, next subgroup, and cancel (counter-clockwise starting from 8).

Is this what you were thinking of, or something different?
Juvator
Profile Joined July 2010
Netherlands199 Posts
March 19 2013 17:44 GMT
#2874
Ah I see thanks for the quick help.
And indeed I wanted to use a free cam for ramp view, but since I didnt even get passed setting up the cams correctly in the first place ;p

Tried it now, and yes this works and now it makes sense
War does not determine who is right - only who is left.
EvilSource
Profile Joined March 2013
United Kingdom10 Posts
Last Edited: 2013-03-19 18:53:45
March 19 2013 18:24 GMT
#2875
OK. apparently i should be more observant.
Anyway this is what I did, Has slightly more detail.

[image loading]

also as you can see i have a big enter key this messes the layout up a little i actually moved CG5 to the ' key one left of the picture, i only realized this after making this picture that i was stretching to # when ' is free

also on 0.6.2 that image is slightly misleading as free cams are on g and y for ZRMM anyway.

file I made is available here https://docs.google.com/file/d/0BxvpXT2S0xqbSGZDZURKdzU2anc/edit?usp=sharing

as a .pxd you can open http://pixlr.com/editor/ so you can edit for your own layout all the text entries have thier own layer.
Average Joe
Profile Joined November 2011
21 Posts
March 19 2013 19:18 GMT
#2876
Thanks to everyone for all of their hard work. Just one question and I apologize if this has already been answered before but how do you get around the priority for unit abilities? I use PRS and in WOL it was easy to keep units which use the same hot keys for their abilities on separate control groups but now with all the new abilities this is almost impossible to do. For example, now I can't group Void Rays and Phoenixes together if I want to use their abilities since they are both hotkeyed to O. Other then rebinding the abilities, does anyone have an easy workaround?
JDub
Profile Joined December 2010
United States976 Posts
Last Edited: 2013-03-19 19:45:51
March 19 2013 19:32 GMT
#2877
On March 20 2013 04:18 Average Joe wrote:
Thanks to everyone for all of their hard work. Just one question and I apologize if this has already been answered before but how do you get around the priority for unit abilities? I use PRS and in WOL it was easy to keep units which use the same hot keys for their abilities on separate control groups but now with all the new abilities this is almost impossible to do. For example, now I can't group Void Rays and Phoenixes together if I want to use their abilities since they are both hotkeyed to O. Other then rebinding the abilities, does anyone have an easy workaround?

You can cycle through subgroups of units using the Next Subgroup (forward slash for right-handed layouts), the same way that you do for tabbing through unit production facilities.

Edit: The abilities being on the same key doesn't actually have any effect on this. If you have units of different types selected, you can only use abilities on one type of unit, regardless of whether the ability keys conflict. The only exception is if two types of units share the same ability (e.g. marine/marauder can be stimmed all at once).
JDub
Profile Joined December 2010
United States976 Posts
Last Edited: 2013-03-19 19:43:02
March 19 2013 19:37 GMT
#2878
On March 20 2013 03:24 EvilSource wrote:
also on 0.6.2 that image is slightly misleading as free cams are on g and y for ZRMM anyway.


That's because the image I linked is for RRS, not ZRMM. Here's the one for ZRMM (all of these are nested inside the Visual Aides spoiler in the OP):
[image loading]

The Zerg layouts are a bit tricky since they are the only ones with the 2 CGs sharing the same key.

Edit: Personally I find the color coding CG/Ability/Camera keys to be more helpful than trying to cram text inside of each key. It's easier to take in the information just based upon colors, rather than having to read the text. In your image, it's not easy to quickly tell where your CGs are, where your cameras are, etc.
Pelirrojo
Profile Joined April 2010
United States98 Posts
Last Edited: 2013-03-19 20:05:58
March 19 2013 20:00 GMT
#2879
In RRM version 0.6.2, all set camera hotkeys have been changed to "control+alt+key" instead of just alt+key. I assume this must be a bug.

Also, "center on selection" has been changed to control+alt.
Ninjury_J
Profile Joined August 2012
Canada408 Posts
March 19 2013 20:10 GMT
#2880
JDub, what do you think of upgrades on the mouse buttons (specifically for ZXXM vs ZXX)?
“The supreme art of war is to subdue the enemy without fighting."- Sun Tzu
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