And what is Enter used for?
[G] TheCore - Advanced Keyboard Layout - Page 168
Forum Index > StarCraft 2 Strategy |
rebelsaint
United States24 Posts
And what is Enter used for? | ||
fengshaun
149 Posts
On April 04 2013 07:35 rebelsaint wrote: When you say = for cancel, is that for all R-handed layouts? That seems just as inconvenient as the F-keys. It would work well if I was playing a small or medium layout but it's quite far for the large one. And what is Enter used for? Sorry, should have qualified. = for qwerty ZRM layout. For large, I guess it would be one button to the left. Enter is used for chat. EDIT: sorry I mislead you. I keep confused between dvorak and qwerty! = on dvorak and ] on qwerty! Gawd, so sorry! | ||
peter22
Belarus25 Posts
read again what you posted here On April 04 2013 07:13 fengshaun wrote: That's going contrary to what we're discussing. Pressing / once is fine, but pressing it multiple times in succession is not comfortable. Having / for next subgroup requires it to be pressed multiple times in succession. why would a zerg need next subgroup other than for offracing | ||
fengshaun
149 Posts
read again what you posted here I did. Still talking about zerg. Nobody mentioned Terran or Protoss anywhere since the discussion started with ovies on /. why would a zerg need next subgroup other than for offracing Tech structures/upgrades. | ||
peter22
Belarus25 Posts
On April 04 2013 07:59 fengshaun wrote: I did. Still talking about zerg. Nobody mentioned Terran or Protoss anywhere since the discussion started with ovies on /. Tech structures/upgrades. do you even realize how you're contradicting yourself what you're writing makes 0 sense 1 you're trying to defend keeping build overlord on / 2 you said that "pressing / once is fine, but pressing it multiple times in succession is not comfortable" by that logic theres no way that build overlord should be on that key, since thats exactly the kind of key you would need for building overlords yet you keep trying to tell us that "Having / for next subgroup requires it to be pressed multiple times in succession." do I have to write it out or do you notice now how you're contradicting yourself? 1 how would that be important for a zerg player, are you really trying to argue next subgroup is more important than build overlord, and even if it was by your backwards logic, then / still should be next subgroup, since you claim / is the most amazing comfortable key to press multiple times in succession fact is, / was perfect for cycling through tech structures, because 1 the key sucks, and is uncomfortable for everything you have to do fast and often ( arguable maybe some of you guys really think the key is great, but still theres no way its more comfortable than the old overlord on I ) 2you're trying to make the point that cycling through your tech structures is more important than building overlords? really? do I even have to explain to you how stupid that is? if you really believe this, then by your logic you should keep / for next subgroup to do your amazing silver zerg thumb tech structure cycling, I bet that really helps you a lot in your ladder games in reality / was the perfect key for cycling through subgroups, since you didn't have to use it much, and by the nature of the key its usable very well as a key for switching, not so much for building lots of stuff fastly | ||
JaKaTaKSc2
United States2787 Posts
Concerning the / key: We do not want it to be used for anything repetitive. This includes overlords and the next/previous subgroup functions. Your individual "comfort" with the key is subjective and irrelevant. What matters is how fast the key can be pressed once trained and how ergonomic the motion is. Citing your personal experience, while helpful, is not convincing by itself. Concerning Cancel Function: This will remain as is unless substantial evidence is presented to support the contrary. XRM = "]" XLM = "Tab" I'll be working on the files and documents the the days to come. P,T, and R layouts are Campaign compatible so please test them with both campaigns and report any bugs/issues. GLHF ![]() | ||
JDub
United States976 Posts
In RRM, the evolution chamber upgrades are: J -- Missile attack I -- Carapace K -- Melee attack The problem here is that depending on your build, there are two combos that you want to be able to press quickly to start +1/+1: Missile+carapace (roach/hydra) or melee+carapace (ling/bling). With this setup, missile+carapace is easy (J+I), but melee+carapace is slow, since both keys are pressed by the same finger (K+I). This isn't a huge deal, but it seems like it would make more sense from an optimization standpoint to put armor on J, and then split melee/ranged on I and K, so both common combinations would involve 2 fingers. Edit: I find it mildly humorous that after many many months of TheCore "beta", we finally reached the "Alpha" | ||
JaKaTaKSc2
United States2787 Posts
![]() | ||
peter22
Belarus25 Posts
On April 04 2013 08:50 JaKaTaK wrote: If anyone is becoming emotionally unstable as a result of the conversation please take a break. Keep the discussion to the ideas please, and not the people presenting them. Concerning the / key: We do not want it to be used for anything repetitive. This includes overlords and the next/previous subgroup functions. Your individual "comfort" with the key is subjective and irrelevant. What matters is how fast the key can be pressed once trained and how ergonomic the motion is. Citing your personal experience, while helpful, is not convincing by itself. Concerning Cancel Function: This will remain as is unless substantial evidence is presented to support the contrary. XRM = "]" XLM = "Tab" I'll be working on the files and documents the the days to come. P,T, and R layouts are Campaign compatible so please test them with both campaigns and report any bugs/issues. GLHF ![]() emotionally unstable, ? are you serious, how about my post on the last page you completely ignored there have been many times I suggested something, that you ignored and then later implemented anyway, Keep the discussion to the ideas please, and not the people presenting them. suggesting that I didn't do that, he's not making any sense and I described why, how about you read my post completely before you tell me what to do also if cancel stays on ] how are you going to change the overlord? theres not many free keys left an argument would be, if you move cancel back to F8, you have the ] free for build advanced and another unit, ultras for example, enabling you to move overlords back on I that would outweigh the disadvantage of having to reach to F8 for canceling | ||
JaKaTaKSc2
United States2787 Posts
that was about the discussion, not singling you out. The other points you brought up have already been addressed so I see no need to re-address them. Please don't take this personally. | ||
sanddbox_sc2
United States173 Posts
On April 04 2013 04:00 Ninjury_J wrote: It should be the same, I think. Creep tumor was just added in the doc, and is on the same key as spread creep for queens. Sandbox, what is your opinion on overlords? Regarding Ov creation: I completely agree. For me, overlords are currently on L, which corresponds to K on ZRM. It feels great at the moment. | ||
Ninjury_J
Canada408 Posts
I have another idea for overlords, wanted to see what you guys think. Currently the ultralisk is on N/B. The next best ability key is 7/6, which is currently idle worker. I suggest putting ovs back on I, and move everything else down one accordingly: DRONE = O OVERLORD = I ZERGLING = J ROACH = K HYDRA = H MUTALISK = 8 CORRUPTOR = M INFESTOR = N SWARM HOST = COMMA VIPER = U ULTRALISK =7 Idle worker goes on Y, the next best ring finger key. This preserves the ability to effectively build pylons and depots if off-racing, which is why it was on 7 in the first place. (edit: full disclosure, I personally don't care much for off-race capability. I would rather the main-race be as effective as possible before sacrificing an iota of efficiency for a perk on an off-race. Still, I understand many of you feel otherwise, so I am very happy to consider that point of view). Further, / can be a "dangerous" hatch key, like queen or lair/hive. What do you guys think about this? Edit: now that I think about it, I am not sure I understand why idle worker must be on a ring finger key. Since depot is build with 8, wouldn't idle worker be better off on a non-ring finger key? If so, then PERIOD is still open for idle worker. I'd love if someone who plays terran or toss could explain this to me. | ||
JaKaTaKSc2
United States2787 Posts
| ||
rebelsaint
United States24 Posts
And my opinion for Zerg hotkey layouts is to have an Idle Worker key that you can hit CTRL with easily - after splitting against Hellions or banelings, it's extremely useful to just hit CTRL+Idle Worker and put them all back on gas and minerals at once. I would much rather have this feature than a slightly improved offrace experience. | ||
Tinweasele
22 Posts
I guess my point is if all of that can be avoided by using the /, regardless of how people "feel" about it, it should be used. | ||
JaKaTaKSc2
United States2787 Posts
| ||
Ninjury_J
Canada408 Posts
Jak, is . And X Better than Y for idle worker? Easier to hit Ctrl with, almost impossible to hit with Y. | ||
JaKaTaKSc2
United States2787 Posts
X. is super cramped for me. Anyone else? | ||
Ninjury_J
Canada408 Posts
| ||
rebelsaint
United States24 Posts
| ||
| ||