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[G] TheCore - Advanced Keyboard Layout - Page 159

Forum Index > StarCraft 2 Strategy
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RELAPSE1449
Profile Joined March 2013
Canada7 Posts
Last Edited: 2013-03-26 05:56:37
March 26 2013 05:29 GMT
#3161
Geva
Profile Joined May 2010
Israel16 Posts
March 26 2013 09:36 GMT
#3162
The thing is sometimes you do some of them in a row, like place a lot of pylons and then place a lot of gateways. In this new setup you'll be doing movement that's kind of redundant because you're already staring at the correct screen, and already have your worker selected, and instead of keeping your index on build and thumb on shift and just clicking different building keys, you keep moving your thumb around every time.
For something that is this common, especially in late game Protoss, it seems at the very least just less comfortable.
I think the idea to switch Basic and Advanced is probably the best because you still earn an extra use with the thumb (the = was never that great of a key for build advanced) while still keeping the speed and comfort of basic
hobbidude
Profile Joined December 2010
Canada171 Posts
Last Edited: 2013-03-26 11:15:41
March 26 2013 11:11 GMT
#3163
I have to agree that / isn't the best option for the build hotkey and really throws you off when you have to release shift to replace a new set of buildings right after another. When i started with the core it wanted to keep basic/advanced keys stuck on the keyboards rather than the mouse and i found the previous keys rather horrible too (its really bad to have the nexus on the same key as build and the pinching motion that happens naturally when you press shift+/ is extremely uncomfortable with my thumb entirely twisted sideways.)

Anyways my solution was to move basic and advanced build to 9 and L respectively with l being the nexus instead so as to not unintentionally place a base. I find it works extremely well and stays true to my thoughts on how some part of your hand should stay at the same position of the keyboard to make sure you return to "home row"

On another note to the op i've moved next subgroup to ctrl while keeping all the other modifier command the same (to again allow my thumb to not have to move from the keyborard while also doubling a keys uses. So far it doesn't impair any other abilities like adding to groups as its rather unrelated and allows easier access with the tabbed gate/robo production.
Crosswind
Profile Joined May 2010
United States279 Posts
March 26 2013 12:28 GMT
#3164
On March 26 2013 13:38 thayneq wrote:
Show nested quote +
On March 26 2013 07:03 Crosswind wrote:
Not really on board with the / building. Watched the video, don't agree. Here's the simple argument:

In previous versions of the core, build keys were pressed with the index finger (Right-handed), here, and building keys were pressed with middle, ring, or pinky fingers. So to shift queue buildings, you pressed:

Thumb + Index, (Middle/Ring/Pinky) + Click.

You will note that I add in a + here because, as the actions are done with different hands, there's little reason for there to be any lapse in between them.

Now, you have to:

Thumb, Middle/Ring/Pinky, Thumb + click.

Not only am I having to use my thumb twice in one sequence, but my timing has to be more accurate because there's less room for error.

I am, in general, a big fan of The Core, but this change is silly. The Build function is used over 5 times as much as the the Hold Position function. Why on earth would you make the second most common action less convenient (involving two thumb presses!) to make the 5th most common action marginally more convenient?

-Cross


Edit: For the purposes of helpfulness: Why not just put Build (advanced) on / and Build(normal) on '? Build(normal) is used 11 times as much, and you shift queue out normal buildings way more (setting up bases) than you shift-queue out advanced buildings. Then you could still have your love of hold position, but not inconvenience most building by forcing a double-thumb click.




Have you actually tested this? I've been trying out the new layout for about 2 days, and so far I'm really liking it. I don't find that using my thumb for build basic slow me down at all. It's a lateral movement for your thumb, which is very natural.

Also one thing to remember about shift queuing buildings is this: between the time you've selected your worker, moved your thumb to / and typed "O" or whatever, you have a lot of time between when you need to move your thumb back to shift before actually lining up your mouse cursor to click on where you'd like the first subsequent buildings to go. Basically, the time it takes your thumb to move back and forth is much smaller than the time it takes your cursor to move around the screen clicking the areas for buildings, so you don't really lose any time. Sure, there is a small motion of the thumb, but I much prefer not using / for tabbing through my tech structures since those usually require multiple rapid presses which my thumb can't do.

Let's let Jak finish 1.0, then get in a good solid week or two of testing, and then see how people fare. Nothing is set in stone and it's silly to speculate without trying it out. You might be surprised. On the other hand, you might still hate it :-)


Yeah, I tried it for about 5 games. I sort of love this whole project to death, so I try not to give useless feedback. =)

I, too, think that cycle on the mouse buttons is much better. But just because you have cycle on the mouse buttons, doesn't mean you need to put basic build on slash. Apostrophe is just more convenient by far. I would imagine that their logic was as follows:

If you hotkey a building probe, it'll probably be on index finger.
Index finger to apostrophe is a double tap for the index finger.
That's not the best plan, so let's put build basic on thumb instead.

Issue is that I use shift _so much_ that it's really nice to have a relatively dedicated finger there. And to not slow down my build-basic queuing by requiring two of the same finger in a standard motion.

-Cross
Stow.Wif
Profile Joined April 2011
France67 Posts
Last Edited: 2013-03-26 12:33:39
March 26 2013 12:33 GMT
#3165
Are mouse button mandatory in the 1.0 version ? For lefties, Z is not next subgroup anymore. Or is there another key for next subgroup ?

Hope the 4 button mouse is not mandatory.
Ninjury_J
Profile Joined August 2012
Canada408 Posts
Last Edited: 2013-03-26 14:12:06
March 26 2013 14:11 GMT
#3166
Hey everyone,

Concerning build basic on Z and /, I know Jak is considering switching it with build advanced. What do you think of build advanced on / and Z? I feel it doesn't run into the same issue.

@Stow.Wif
A mouse with buttons will not be necessary. I think with two or three rebinds, non mouse button users will be good to go .
“The supreme art of war is to subdue the enemy without fighting."- Sun Tzu
JDub
Profile Joined December 2010
United States976 Posts
March 26 2013 14:20 GMT
#3167
On March 26 2013 23:11 Ninjury_J wrote:
Hey everyone,

Concerning build basic on Z and /, I know Jak is considering switching it with build advanced. What do you think of build advanced on / and Z? I feel it doesn't run into the same issue.

@Stow.Wif
A mouse with buttons will not be necessary. I think with two or three rebinds, non mouse button users will be good to go .

I'm not sure exactly why we want to switch to a "you must rebind stuff" approach. Why can't we just have two versions available -- one for those who have mouse buttons, and one for those who do not? I'm asking this as the person who can make the necessary adjustments to the generation script to make it happen.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
March 26 2013 14:30 GMT
#3168
If you hotkey a building probe, it'll probably be on index finger.
Index finger to apostrophe is a double tap for the index finger.
That's not the best plan, so let's put build basic on thumb instead.


Just to be clear, I strongly suggest against anyone using a control group for a worker to build things. Very inefficient. The logic was the same for this decision as for most decisions:

We will use / for an ability.
If we use it for build, we will avoid all finger repetition.
/ is faster than A so we will bind it to build basic, because build basic is more common.

This last postulate is impossible to verify, as far as which key is faster than another key. The key scores we have are on the archive and we'll be releasing more information about them for 1.0. As always, feel free to make your own customization, swapping build basic and build advanced is super easy and will unbind 0 other keys. We're going to try it for 2 weeks. After that time we will revisit the idea of swapping them. For now, I would really appreciate everyone giving it their best shot if they can
Commentatorhttps://www.youtube.com/JaKaTaKtv
Hhhhh
Profile Joined March 2013
Sweden1 Post
Last Edited: 2013-03-26 15:16:26
March 26 2013 14:48 GMT
#3169
The 1.0 doc seem to be missing global keybinds and camera hotkeys. Are they the same for 0.63 and 1.0?
Viker5
Profile Joined December 2012
Canada17 Posts
March 26 2013 15:06 GMT
#3170
Yeah, I would also like to know what the new keybind for next subgroup is, since / was switched. If it is on a mouse button, what would be the best thing to rebind it to if we don't have or don't want to use the mouse buttons.

Also, while I do realize it is still possible to shift-queue buildings, I also feel like, as a protoss, it is a lot more difficult than before, I will give it a shot, but most likely will end up switching build basic and build Advanced just because shift-queueing pylons is so frequent!
Crosswind
Profile Joined May 2010
United States279 Posts
March 26 2013 15:36 GMT
#3171
On March 26 2013 23:30 JaKaTaK wrote:
Just to be clear, I strongly suggest against anyone using a control group for a worker to build things. Very inefficient. The logic was the same for this decision as for most decisions:


WELL NOW YOU ARE IMPUGNING MY STRATEGIC MASTERY SIR.

I (and, I think, a lot of other people) hotkey scouting probes, for the purposes of using double-tap to move the camera to them.

That scouting probe frequently is in charge of building things, like hatch-blocking pylons, proxy pylons, cannons.

Likewise, when you're Forge Fast Expanding, you frequently want to hotkey the probe that is down there building stuff/poking around, for easy access.

Any particular reason not to?

-Cross
Fiziks
Profile Joined December 2010
United States59 Posts
March 26 2013 18:26 GMT
#3172
On March 26 2013 23:48 Hhhhh wrote:
The 1.0 doc seem to be missing global keybinds and camera hotkeys. Are they the same for 0.63 and 1.0?


Not sure if I'm just reading it wrong, but I've been waiting for the global keybinds in the Archive as well. Before I jump into 1.0, I just want to be certain I'm not screwing anything up with the global keys. I'm also dying to find out what it's like playing with the new position for next unit selection because I LOVED having it on /. It made macro'ing with Terran so fast when all your Army production facilities were on the same CG and you didn't even have to pivot your hand to macro.
LonelyClock
Profile Joined July 2011
Canada29 Posts
March 26 2013 19:11 GMT
#3173
I've been very confused for a long time. What about this hotkey layout makes it better than a standard layout? If people are having troubles reaching hotkeys then they should use grid shouldn't they? I would just like some clarification on why people insist on copying other peoples hotkeys which could not suit them instead of just rebind things as they see fit (ex. If you have a small pinky then take off far to reach pinky hotkey and assign it to something more comfortable).
(╯°□°)╯︵ ┻━┻
Ninjury_J
Profile Joined August 2012
Canada408 Posts
March 26 2013 19:22 GMT
#3174
Hey all,

I don't know how to say this without sounding mean, but 1.0 is not out yet. I know everyone is excited to see the new changes. For now, I think we can copy the archive, and leave the global keybinds as they were. Remember, it is in SUPER MEGA ALPHA MODE .

I know Jak is working hard on this, but he does some other SC2 and gaming stuff as well. Tuesdays are all-day-streams for him: you can check him out at twitch.tv/zanderfever where he plays different games, including SC2. Other days, he streams at twitch.tv/thejakatak where he does SC2 educational content with a focus on TheCore and his learning method, TheStaircase.

Trust me, I am super excited as well. I made my own file from the archives, and kept the global keybinds how they were. This lets me practice with abilities on / and next/previous sg on the mouse WHICH I LOVE. It is even faster than before and there is rarely a need to spam either / or the M buttons

Anyways, maybe we can exercise our patience together by talking about other things. Does anyone have any tricks or tips they have learned by playing with TheCore?
“The supreme art of war is to subdue the enemy without fighting."- Sun Tzu
thayneq
Profile Joined March 2013
96 Posts
March 26 2013 19:24 GMT
#3175
On March 27 2013 04:11 LonelyClock wrote:
I've been very confused for a long time. What about this hotkey layout makes it better than a standard layout? If people are having troubles reaching hotkeys then they should use grid shouldn't they? I would just like some clarification on why people insist on copying other peoples hotkeys which could not suit them instead of just rebind things as they see fit (ex. If you have a small pinky then take off far to reach pinky hotkey and assign it to something more comfortable).


Page 1. "Why TheCore?" watch the 3 minute video.
Ninjury_J
Profile Joined August 2012
Canada408 Posts
Last Edited: 2013-03-26 19:38:19
March 26 2013 19:35 GMT
#3176
@LonelyClock

Good question. TheCore was designed to make sure that the most used commands and combinations in starcraft are mapped to the easiest to press keys on the keyboard. After getting tons of data on pro players, the developers recognized how important the Shift key is. They set out to build a layout which could easily press Shift, with the most access to as many other comfortable-to-press keys as possible, including ctrl. With tons of feedback and a great deal of conversation, empirical testing, and trial and error, TheCore is IMO one of the most efficient and comfortable layouts designed for Sc2. This layout is not designed for one person, but currently has 48 versions to satisfy hand size, dominant hand type, race, and whether or not a user wants to use mouse buttons. Please note, TheCore is in the middle of some significant redesign because of some recent awesome developments.

As a long time user of TheCore, I would highly encourage you to give it a try if you have the time. It takes about 30-50 games for new users coming from standard or grid to learn, IMO. I can almost guarantee it will make your SC2 experience more comfortable. If you try it or if you don't, I will be happy to answer any questions you may have.

Cheers,
Ninjury

Edit: Thayneq proved smarter than I am, and simply pointed out Jak's answer to your question. I think you should watch that, as he does a much better job of answering than I do
“The supreme art of war is to subdue the enemy without fighting."- Sun Tzu
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
March 26 2013 19:49 GMT
#3177
REMEMBER:

Thou shalt not ask questions about the 1.0 doc. It is there for the people who can figure it out for themselves. As soon as I get everything set I'll release the info and the files with nothing missing and all of the ducks in a row. For now, journey at your own risk.
Commentatorhttps://www.youtube.com/JaKaTaKtv
Smackzilla
Profile Blog Joined April 2010
United States539 Posts
March 26 2013 19:56 GMT
#3178
For what it's worth, here's my thoughts on 1.0 so far:

1) *really* like next/prev subgroup on the mouse
2) Build basic on / doesn't bother me. Shift-building depots isn't a problem.
3) Build basic on ' probably is better.
You see a mousetrap. I see free cheese and a f&%*ing challenge - Scroobius Pip
ShaolinZorg
Profile Joined February 2013
Belgium47 Posts
Last Edited: 2013-03-26 20:07:57
March 26 2013 19:56 GMT
#3179
Hi All,

I made a slight optimisation (at least i think it is more optimal) for right handed small keyboard, i think it should work for medium layout too :

1) move all the arrows bindings to WASD (camera movement); After all, if you have to move your hand , moving it to WASD will not cost much more, if you are a FPS player then you will find it even more natural

edit : There is a conflict with the D letter but there is no warning about it ! :
go to Global -> Observer and re assign structure leaderboard (to shift-D for instance)

2) assign the left arrow key to Base Camera or whatever you need, it is now easily and quickly reachable with a small extension of your thumb

3) I have a medium-large hand BUT i use the small layout, that way, and because of modification 1) , my thumb can also easily access all the arrows for whatever needs (I have set camera jump aliases in my case)

I cannot find the small keyboard layout (PRSM) int the 1.0 archive, will it be supported in final release ?
Qui veut voyager loin ménage sa monture
sanddbox_sc2
Profile Joined October 2011
United States173 Posts
Last Edited: 2013-03-26 21:50:19
March 26 2013 21:49 GMT
#3180
On March 27 2013 00:36 Crosswind wrote:
Show nested quote +
On March 26 2013 23:30 JaKaTaK wrote:
Just to be clear, I strongly suggest against anyone using a control group for a worker to build things. Very inefficient. The logic was the same for this decision as for most decisions:


WELL NOW YOU ARE IMPUGNING MY STRATEGIC MASTERY SIR.

I (and, I think, a lot of other people) hotkey scouting probes, for the purposes of using double-tap to move the camera to them.

That scouting probe frequently is in charge of building things, like hatch-blocking pylons, proxy pylons, cannons.

Likewise, when you're Forge Fast Expanding, you frequently want to hotkey the probe that is down there building stuff/poking around, for easy access.

Any particular reason not to?

-Cross


Just hotkey it to a regular hotkey until you have to override it later. I usually put probes on my "special" hotkey (sort of my catch-all control group for units that don't have a designated control group), this was W when I played standard and ' now.

In early game Protoss you can just put it on your first or second control group, since you'll only need that probe before you have any units on the field.

Keeping a builder probe hotkeyed all game is just silly; you'll pull him off the patch when he's still mining and it'll probably get confusing if he dies. Just camera hotkey back to base and select a probe who has just returned his minerals.
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