EDIT: oh, now I get it. spaceboy said to spam Hatch>selec>hatch>select to know exactly when larvae pop. I thought as long you check it every few seconds, you're fine.
[G] TheCore - Advanced Keyboard Layout - Page 156
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fengshaun
149 Posts
EDIT: oh, now I get it. spaceboy said to spam Hatch>selec>hatch>select to know exactly when larvae pop. I thought as long you check it every few seconds, you're fine. | ||
Ninjury_J
Canada408 Posts
Also, an inject is 40 seconds. So let's say my inject pops and I exhaust all my larva. The next free larva will be in 15 seconds. If I make this an overlord, it will pop exactly when the inject does. Assuming that I am not supply blocked (which is, I think, OK as long as I made sufficient overlords in the first 15 seconds after an inject) then I will be able to spend one more larva per hatch at the 30 second mark of the previous inject cycle. Because of energy regen, counting to 10 in real time will land you pretty much on the nose at 40 seconds. @ t=0: inject, make units @ t=16-18: each hatch can produce one OL @ t= 31-33: one more larva per hatch. Spend on units, OL or save count to ten @ t= 40: inject (and overlords) pop, restart. Basically one can measure how far one is from the next inject by paying attention to how many natural larva have generated since the previous inject. | ||
JDub
United States976 Posts
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Ninjury_J
Canada408 Posts
Do you think it is beneficial to wait on an inject in order to sync them? ex: Going pool, hatch, queen, second queen around 21; they won't be in sync. Is it worth the 10+ second wait to sync them? | ||
sanddbox_sc2
United States173 Posts
On March 25 2013 13:20 Ninjury_J wrote: @JDub, Do you think it is beneficial to wait on an inject in order to sync them? ex: Going pool, hatch, queen, second queen around 21; they won't be in sync. Is it worth the 10+ second wait to sync them? Don't waste any potential larva trying to line them up; if your build lines them up, that's great, but don't intentionally waste an inject. Your queens will sync up over time, so being out of sync in the early game is not a big issue. | ||
JDub
United States976 Posts
On March 25 2013 13:20 Ninjury_J wrote: @JDub, Do you think it is beneficial to wait on an inject in order to sync them? ex: Going pool, hatch, queen, second queen around 21; they won't be in sync. Is it worth the 10+ second wait to sync them? No, I really don't. Especially in the early game, you want your injects + larva usage to be as optimal as possible. Also at that point in the game you don't have all that much to do anyways, besides scout with a couple lings / move some overlords around / make drones, so it's not like it should be all too hard to keep tabs on your two hatcheries. Or in ZvP when you open 3 hatch, you need to be keeping tabs on your 3 hatches anyway to make sure you split up your workers optimally, so I don't think it's unreasonable to expect people to keep switching their camera between their first 3 hatches for the first ~8 or so minutes, after which they will probably have missed those ~10-25 seconds of inject time and can have their hatches in sync again. Then in late game when you are stockpiling larvae (when the "do I have lots of larva? time to inject" method stops working), I don't think it's particularly important (unless you are going super ling-heavy or something) to have perfect or near-perfect injects. Even professional Zerg players will let their queens max out on energy in the late game, which can even be more beneficial than having perfect injects because you can use your 4-5 queens to transfuse ultras/brood lords/etc. Edit: sanddbox beat me to the punch and said when took me 2 paragraphs in 2 sentences. Well played. | ||
Ninjury_J
Canada408 Posts
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JaKaTaKSc2
United States2787 Posts
The ultra super mega alpha version of TheCore 1.0 is finished on TheCore Archives Swim at your own risk, don't go out too far over your head ![]() | ||
Ninjury_J
Canada408 Posts
Edit: it might be mean to edit a message that says "you are a wonderful person". Nevertheless, it seems that every instance of lefty "A" in the Terran layout is missing the associated righty apostrophe. | ||
JaKaTaKSc2
United States2787 Posts
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Ninjury_J
Canada408 Posts
![]() Edit: Google- one of the world's must resourceful innovators. Explores the edges of engineering, computing, and science. And yet, the greatest spreadsheet technology they have is the good old ctrl c ctrl v. I don't even... | ||
JaKaTaKSc2
United States2787 Posts
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Ninjury_J
Canada408 Posts
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JaKaTaKSc2
United States2787 Posts
Swim at your own risk, don't go out too far over your head ![]() | ||
fengshaun
149 Posts
- build basic/advanced look good. - Maybe leave H as 4th ability, but make M 3rd. That'll leave / for patrol. - Evo chambers are often made in 2 per round (double upgrades) and they are more often made now because of the vipers, why have them on / where Shift can't be used to make multiple ones? | ||
Geva
Israel16 Posts
Unlike warping units in, where you can just hold the unit and press, without needing shift, if you want to build multiple things, you have to use shift. In this setup, you constantly have to shift your thumb from / to shift. say I want to build cannons at my main and then pylons at my natural. I'd go /,*move thumb*, shift ' ' ' ,*move thumb*, /,*move thumb* shift JJJ, while in the old setup, I already have my thumb on shift and my index on building basic, and all that would be moving would be the pinky, once. Found it difficult to articulate but when I tried to manually do the action it seemed a lot less comfortable. Why K for gateway and I for assimilator? Not sure I understand that as well... 8 for core, while on paper seems better then the old setup, N/M/H I think are more comfortable just because the pinky is so much more flexible then the ring finger, and when you tilt your keyboard, you stretch your ring out. Basically this whole new setup puts thumb on / constantly because of skills buildings, instead of being on shift, which is as you said the most used key, which makes a lot of awkward back and forth movement. | ||
Ninjury_J
Canada408 Posts
I had some similar reactions as you at first, so allow me try to address some of your concerns. Here is my understanding. H as ability 4: H may work in combination with some control groups better than M does. Specifically, i think 0 and 9 are uncomfortable to press in combination with M. I think that one of the design philosophies of TheCore is a focus on combinations over individual key presses. / as a an ability instead of M and H: for one, it is on the thumb, giving us access to combinations that we did not have before. It is also scored better than any other non-home key. Just because it is not intuitive, does not mean it is worse ![]() H and M (haha, does that store exist where you live? It is quite large here) not both being abilities: this allows 4 abilities to be on all different fingers: middle, ring, pinkie and thumb. Further, 7/10 of Zerg cgs are on the index, so one never needs to double key press with the index cgs (at least I don't think so). Pressing / for evo's: I think this is ok. Can one not just hold down the / button to build multiple? Nydus worm on J: I think that J is supposed to be the best key along with maybe P. O is not worse by a lot though. Do you think O is better than J (it's definitely possible), or do you have a different reason for Nydus being on O? @ Geva, Can you explain why you can't hold down a button to build things, like warpgate? I'm not sure I understand that. I agree with you about HNM all being more accessible than 8 and U, but this will largely depend on your own hand. Edit: oh, you need to be able to shift que because Protoss. Can't believe I didn't think of that :p @Jak, Currently (zrm 1.0) overlords are set to I and roaches are set to /. Would you consider reversing these for egg hot keying? Also, I know that hatcheries should not overlap too much with select larva. Still, because of the frequency of queens, I think they should be made on a more accessible key. Comma and c are personally less-than-optimal, to put it mildly. In 0.6.3, the first command (burrow) overlapped with the mutalisk. Now it overlaps with the corrupter. I would therefore suggest giving every hatch tech command (except select larva) one more priority. Burrow on H/H (also nice because burrow-the-ability is on H/H), OVspeed on 5/8, OVsacs on V/M, Queen on T/U and lair on C/comma. | ||
Geva
Israel16 Posts
On March 25 2013 20:35 Ninjury_J wrote: @ Geva, Can you explain why you can't hold down a button to build things, like warpgate? I'm not sure I understand that. I agree with you about HNM all being more accessible than 8 and U, but this will largely depend on your own hand. Edit: oh, you need to be able to shift que because Protoss. Can't believe I didn't think of that :p Indeed. So a situation that is otherwise not as important for other races is quite critical for toss. Think it might be something worth changing for toss players specifically? | ||
Ninjury_J
Canada408 Posts
1) Just curious, why did you change the priority of unload and morph overseers for zrm? 2) Build ultra cavern is on / and Z, but so is build advanced. Should it be changed to K and nydus to H to avoid the double key stroke? | ||
Spaceboy
United Kingdom220 Posts
On March 25 2013 12:18 Ninjury_J wrote: ~ When you say "the command card" do you mean the the long rectangle in the middle (the wireframe) or the squarish box on the right (the command card)? I did indeed mean the wireframe, my bad! Although I'm sure you worked out what I meant anyway :D | ||
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