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Just watch for when that happens.
You'll know ahead of time when it's a possible issue- whether one of them died to harass or you needed to transfuse. Just keep it in mind. If you know which queen can't inject due to no energy (or being dead) you just skip that base when you're doing your cycle. If you make a mistake and accidentally inject the wrong base you'll see one of those green shiftqueue lines appear, and you'll know one of your queens is wandering. Tell them all to "stop", then using your basecams you find the missing queen and tell it individually to go home.
I'm still wondering about the best methods for spreading creep- anyone care to comment? Is there an efficient way to use the cameras or control groups for it (especially if you have 2 creep queens in different places)? I did step 0 of the staircase a few times and it really made me realize I spend a lot of time scrolling around hunting for creep tumors. I still was able to pass, but I want to be better at it.
Also, in the alpha build document the suggested controlgroups for zerg are missing.
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In ZRM, create control group 7 is ctrl+shift+r, which is definitely a mistake. Not sure what it is supposed to be- in the document it's on ctrlshiftJ but that doesn't work cause that's one of the free cams. Maybe ctrlshiftU or H?
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yes currently there are issues with the layered control group for queens and the freecam on j, spread creep on tumors is different from the key for queens, and extractor and spore crawler are switched still
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Hey all,
Injects: I use the layered method, and I think it is great. I check my larva by selecting my hatch and pressing select larva. My queens very rarely run away, and if they do I simply press stop and inject again.
Creep and the queen control group: TheCore 1.0 has the following keybinds:
Create Cam 7: ctrl+ shift + J/G Recall Cam 7: ctrl + J/G Create Cam 8: ctrl +shift + O/E Recall Cam 8: ctrl + O/E Create control group 2: ctrl + shift + I/R Add to control group 2: ctrl + I/R
The reason for this is to allow a dual-camera creep-spread method. Here is how this goes:
1) Inject 2) make units 3) press ctrl to add the units to a cg 4) keep pressing ctrl. recall cam 7 with ctrl J/G. 5) Ctrl click tunors, spread creep with I/R, remake camera with ctrl shift J/G 6) repeat 4 and 5 with cam 8.
The reason cg 2 is changed is to help ensure that there are no repetitive key strokes: The first cam is J/G because all units are put on index or middle finger cgs. The second cam is on O/E, because I/R is the creep spread key.
The other method for creep spread I know is to use the minimap and click. Personally, I find using a camera helps me remember to do it more consistently, in collaboration with my injects.
Does anyone have a more efficient way/idea?
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Tried the core a bit before I stopped WoL. Now I am returning for hots, go back to standard or go with grid, such a hard choice. I feel like im half comfortable with both of them now and now sure which one would be best.
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On April 03 2013 10:04 my0s wrote: Tried the core a bit before I stopped WoL. Now I am returning for hots, go back to standard or go with grid, such a hard choice. I feel like im half comfortable with both of them now and now sure which one would be best. Well, TheCore is superior to both standard and grid, so I'd recommend going with TheCore.
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After testing one game as TRM 1.0 (last time I played Terran was over 10 months ago), I have to say I REALLY miss Darkgrid's little feature where Marines were on 2 keys- F and D, so when you wanted to make 10 marines you'd go DFDFDFDFDF instead of just FFFFFFFFFF.
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On April 03 2013 09:41 Ninjury_J wrote: Does anyone have a more efficient way/idea?
Thanks a lot for adding that detailed description- it's helping me out a LOT. Much faster than what I was doing before, especially since the 1.0 free cams are a lot more accessible than the 0.6.3 ones
One thing I've noticed is that a lot of times I end up accidentally adding tumors to my injecting queen group, since I is make tumor, and ctrl-I adds to the inject group. I'm CTRL+J camera moving, then ctrl clicking, then hitting I, then ctrl O camera moving, ctrl clicking again, etc. I end up accidentally holding ctrl while making tumors.
Maybe "add to inject ctrl group" could be something other than ctrl I?
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On April 03 2013 15:16 Borskey wrote:Show nested quote +On April 03 2013 09:41 Ninjury_J wrote: Does anyone have a more efficient way/idea? Thanks a lot for adding that detailed description- it's helping me out a LOT. Much faster than what I was doing before, especially since the 1.0 free cams are a lot more accessible than the 0.6.3 ones One thing I've noticed is that a lot of times I end up accidentally adding tumors to my injecting queen group, since I is make tumor, and ctrl-I adds to the inject group. I'm CTRL+J camera moving, then ctrl clicking, then hitting I, then ctrl O camera moving, ctrl clicking again, etc. I end up accidentally holding ctrl while making tumors. Maybe "add to inject ctrl group" could be something other than ctrl I?
Looking at the core archive, Ctrl+I is not bound to any CGs! Where are you getting Ctrl+I for inject CG? As far as I can see, inject CG is Ctrl+J/G.
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That's incorrect, since ctrl+j is a camera recall now. I got ctrl+I from Ninjury's post.
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To begin with I want to thank the developers of the Core. You guys did a great job with 1.0. As Terran I didn't really like 0.6 too much because of lower Tech-Lab, Reactor and Lift priorities. I tried it for some time, but reverted back to 0.5. All of these problems are now solved with 1.0 and the new layout is awesome .
What I kind of miss are non side-button-versions of the Core, because my favorite mouse doesn't have those. I experimented a bit with possible rebinds for the TRM layout, but these should work for PRM, too. I think the following adjustments should be near optimal for non-M3/4 users while maintaining most of the benefits from 1.0. Constructive criticism is welcome . In square brackets you will find the key difficulty. All key difficulties are from the Core Archive document.
rebinds next subgroup: M3 [0.5] -> /[4]
Lift/Land: /[4] ->""[8] build unit (4):""[8] -> 8[8] build unit (5): 8[8] -> U[10]
Unit ability (2): /[4]-> K[4] hold position: K[4] -> 8[8] stop: 8[8] -> N[12]
Thought process:- Lift/Land priority lowered [4->8], but still higher than in 0.6 [10]. After some tests I like this a lot, the combinations with M and H for Add-ons feel pretty good.
- Hold position priority lowered [4->8], but still the same as in 0.6 [8]. This shouldn't change to much. You should stutter-step with Attack-move in most cases anyway.
- Stop priority lowered [8->12]. In most cases you should use hold position anyway. To my knowledge stop-stutter-step is inferior to the other methods. The only important thing that comes to my mind is zergling stop micro, which isn't relevant for T and P.
- Unit Ability (2) moved, but priority stays the same [4->4]. This is just to make room for Lift/Land.
- Build Unit (5) priority lowered [8->10]. The idea behind this is that you don't build those units that often as a Terran anyway. Affected units are Thor and Battle-Cruiser .
Additional thoughts:- In theory you could bind Lift/Land to K[4] like in 0.5, but you loose priority for build unit (3) [4->8]. Additionally I don't really like the following key sequence too much: production buildings O[0.5] ->subgroup /[4] ->build unit (4) ””[8] . Because for me thumb and index get in a strange angle. With Lift/Land on ””[8] this key sequence doesn't happen that often because you usually don't want to lift for example all your Rax at once and than build add-ons.
- Instead of only lowering stop priority (8[8]->N[12]), you could lower stop (8[8]->U[10]) and patrol priority (U[10]->N[12]). But as mentioned above stop is mainly relevant for Z. That's if I didn't overlook something crucial.
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i've been using thecore since the first version
here's my feedback on the current alpha 1.0, (ZRM)
good - new free cameras on J and O - new injecting queen hotkey group key I - build queen on U - burrow H + O these things alone are making it worht switching to the new version
however
bad - next subgroup on mouse4 5 - extractor from J to K, you could get used to it, but why change it? - worst thing, the reuse of the key left from right shift for build advanced and overlord its horrible, that was one of the worst things about the early core versions that got fixed and now its back using this key for anything is terrible, it just sucks and no its not a thing of getting used to it, I played at least thousand games using the core ZRM - patrol on M instead of U, I use patrol a lot and again, M is terrible compared to U for shift+patrol - mildly annoying, remove/swap of ´build advanced and spawn ultra key, - why is queen creep tumor and spread creep still on different hotkeys? why would you place a creep tumor with I , but you couldn't spread an existing one with I too? - muta 8 corruptor H swap, why? mutas are more important - infestor on U
most new spawn unit hotkeys are good, but why did the thumb key have to be included, the key where ultra was on was fine, ( now its a hotkey ), the old hotkey ( that is now cancel ) is not much of an improvement i'd rather deal with having to use F8 to cancel and not having to use the thumb for build advanced and spawn overlord
also now that the free cameras are on J and O Z and G are free you could put the least used unit on one of those keys and put overlord back on I
so my biggest 2 complains are, remove of the key for build advanced/spawn ultra and using it as a control group instead, this caused having to use - for build advanced, build evo chamber and spawn overlord which is terrible everything else is fine, or an improvement to he last version
there's still U left for build, you could keep build baneling nest on U or you could put evo on U
why the spawning pool (8) and roach warren (H) hotkey swap? it really sucks
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My understanding is that creep tumor should be on I/R for queens and existing tumours. Extractors should still be on J/G. Add to cg 2 really should be on I/R.
Perhaps I am wrong, but the above is how I think it is supposed to be. Anything on the doc or file tht is different is either a mistake, or I am incorrect.
As fore adding tumors: I was doin this too at first. Then I got used to it: Ctrl click the tumors, let go of Ctrl, hold I, Spread like a maniac. If you do happen to add them, does it really matter?
@Peter,
I'm wondering why you dislike / and Z so much. Are there any in game problems, or does it feel bad?
Edit: According to the Doc:
Extractors are on J an G. Where are you guys getting K from? Ctrl group 2 is wrong as far as I know. Creep tumor isn't listed (unless I have missed it) and it should be IMO.
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I started using The Core just before HOTS released and am really loving it. Just switch to try the Alpha (TRM) and once I got used to it it does feel better generally (I love next / prev subgroup on the mouse buttons).
One thing, build sensor tower is now on , which seems really hard to hit (right in the middle of my palm almost). Is there a reason for that? I switched it to Y for now, dunno if there is a better key.
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On April 03 2013 23:11 teuthida wrote: I started using The Core just before HOTS released and am really loving it. Just switch to try the Alpha (TRM) and once I got used to it it does feel better generally (I love next / prev subgroup on the mouse buttons).
One thing, build sensor tower is now on , which seems really hard to hit (right in the middle of my palm almost). Is there a reason for that? I switched it to Y for now, dunno if there is a better key. Comma is one of those keys that feels really awkward at first, but it is actually a pretty easy key to hit once you get used to it. In RRM 0.6.3 which I am currently using, when I play Zerg, build Queen is on comma as well. At first, I thought it was really difficult and wanted to switch to something else, but I gave it more time and now comma feels really easy.
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What is the 'OEM8' key in french azerty ?
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Re: extractors on K/F: i think this is so that spines and spores can be on J/G and I /E respectively. The latter are time sensitive, while extractors are less so. I know it will be annoying to relearn for long time users, but its doable. I think we should always try to consider new users to TheCore, rather than ourselves, so we are less biased by what we are already comfortable with.
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On April 03 2013 09:41 Ninjury_J wrote: Hey all,
Injects: I use the layered method, and I think it is great. I check my larva by selecting my hatch and pressing select larva. My queens very rarely run away, and if they do I simply press stop and inject again.
Creep and the queen control group: TheCore 1.0 has the following keybinds:
Create Cam 7: ctrl+ shift + J/G Recall Cam 7: ctrl + J/G Create Cam 8: ctrl +shift + O/E Recall Cam 8: ctrl + O/E Create control group 2: ctrl + shift + I/R Add to control group 2: ctrl + I/R
The reason for this is to allow a dual-camera creep-spread method. Here is how this goes:
1) Inject 2) make units 3) press ctrl to add the units to a cg 4) keep pressing ctrl. recall cam 7 with ctrl J/G. 5) Ctrl click tunors, spread creep with I/R, remake camera with ctrl shift J/G 6) repeat 4 and 5 with cam 8.
The reason cg 2 is changed is to help ensure that there are no repetitive key strokes: The first cam is J/G because all units are put on index or middle finger cgs. The second cam is on O/E, because I/R is the creep spread key.
The other method for creep spread I know is to use the minimap and click. Personally, I find using a camera helps me remember to do it more consistently, in collaboration with my injects.
Does anyone have a more efficient way/idea? Sounds like a pretty good method to me. ill have to try this out. right now I'm using the mini-map method, but it starts to fall apart earlier than I'd like.
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Extractors should still be on J/G.
No, TheCore Archive says it's K and it's bound to K in the game too.
Add to cg 2 really should be on I/R.
Oh man, did they change that again?
@Peter,
I'm wondering why you dislike / and Z so much. Are there any in game problems, or does it feel bad?
I don't like / much either, especially for something that can be built so many times like an evo chamber (for vipers). It feels bad to press / and in fact, I didn't like pressing it when it was the 'next subgroup' button!
And for ovies that need to be made in exact numbers (you can't just spam the button and make 100 ovies at a time), thumb is hard to press multiple times!
Edit: According to the Doc:
Extractors are on J an G. Where are you guys getting K from?
The document was updated after you said this ^^
Creep tumor isn't listed (unless I have missed it) and it should be IMO.
That's a good idea!
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@feng,
Yeah, Jak was changing it as I was posting :p.
I posted my interpretation of why this change is there. You may have missed it as you posted almost at the same time. It's two posts above yours.
Ovs and evos on /: I see no problem with evos because you do not need to double press ever. The fact that they are built often is ok IMO, I think one press is great on the thumb.
As for Ovies, I'm not sure. I think it may be the best option since Ovies are the only unit other than drones which don't always go in a Cg (if the doc still suggests an ov group, then it is my understanding that it hasn't been updated. I am 95% confident Jak no longer suggests it, but I could be wrong.)
I think one way to deal with this is the following: if you are making Ovies properly, chances are you are making them in between injects and making units. Thus, you should rarely have the larva or/and the minerals to spam from all your hatches. Even so, you could select your hatches, click your primary, (or shift click however many you need to) and make Ovies from these if you have the sufficient larva.
The other option would be to not have any units made with /. Personally I think this is a mistake, because it wastes a valuable and versatile key, and decreases priority of all units after drones and lings. Does anyone have any other ideas?
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