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On April 08 2013 21:22 CursedFeanor wrote:Agreed. If there's one modification I'll absolutely need to do while using the Core, it's this one.
This, as well as 'select all warpins' , i don t say this should replace the proper CG way to manage warps but it is very useful when you are in panic mode
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@sanddbox_sc2: Drag scrolling is faster because it eliminates the need to move the mouse down to the minimap and click, then move it back.
It's just one mouse movement, and your mouse is already at the center of the screen when you're finished. At 100% drag scroll, the screen moves quite quickly. At maximum speed and accuracy it is a small difference I'm sure, so it might ultimately boil down to personal preference.
It feels very responsive once you get it under your fingers though.
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(From memory) I think that at max speed, the White box moves at the speed of the cursor. If so, it is definitely faster for the reasons rebelsaint mentioned above. For you though, Sandbox, your accuracy and speed with the minimap is probably so good that changing may not benefit you much even if it were slightly faster.
I will test this later and report back.
@Jak,
I see no harm in making warpin and select all army things like G, Y, B etc... While I agree with you that it's more efficient to learn not to use them, if it is what users want, then they might as well be given bottom priority, no? Edit: warpin may be good on backslash so it doesn't cause repetitive finger strokes. I don't remember is it currently has a function, I have enter and backspace as cam rotations.
@Zergs (and Terrans and Protosses with any insight on the following):
Assuming for the time being that either the mini map or the drag scroll method is more efficient than using two cameras for creep, then ZXX users have two free cams. What do you think they ought to/ can be used for? Please bear in mind that the suggested control groups currently lack: overseers, Nydus, drop harass, overlords, and creep queens. I am currently leaning towards have the Nydus network on a camera. What holes in the current setup do you think we should and can fill?
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Concerning the keys we've exiled (warp-in, all army etc).
These can be easily customized by each person on the modifier side of the layout (edge of the keyboard). This area is intentionally here for your custom use, so If you want a better base camera, warp-in, select all, or w/e that is where it can go, and each individual can choose and easily customize exactly what they think is most important. 
@Nuke01 IH is better than IK because it is pressed with 2 different fingers allowing a higher potential maximum speed.
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@Ninjury: Nydus worms and burrowed banelings. I can't tell you how many times I've seen missed opportunities in pro games with maxed armies tap-dancing on little green landmines, only to have the player not detonate them.
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Hi everyone !
Thank for all the wonderful work done here. I currently try to get into TheCore, is there any reason why "P" is the control group 6 and "O" the seventh ? Because I find it pretty disturbing to have a reverse order between "6" and "7" and "P" and "O".
If not, i assume I can change it on the config file without messing up all settings, right ?
Thank again, i go back practicing !
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I just want to give a precise example as to why the "select all army" can be important (as a terran, but can be applied to other races too)
For rush/all-in strategies, let's say double-rax marine all-in, mass-hellion all-in, reapers, etc. : obviously you want your rally point at the base entrance of the enemy so your reinforcements always arrive as fast as possible. Ideally, you want these guys to join your main army at the front and while the battle develops, this front is constantly moving (while you push in or are being pushed back). Constantly adjusting your rally-point is time-consuming (in the circumstances) and not optimal since your reinforcements can easily be "cut out" by a few enemy units and will just be in move command until you notice. You also have the additional actions necessary to add the new guys to your control group.
The select all army button can be used as your main control group in these situations and will provide several benefits : - reinforcements can be in attack command very fast while joining your army (without moving your cam) - no need to mess with your control group to add the new units - no need to fiddle with your rally-point - you're sure to never have one or two guys just standing there outside the base while they need to be fighting
Basically, all your focus can be targeted at the fight scene and your army control if you use this key, which is far more optimal. I know that in the late-game, these points don't apply as much, but these kind of rush are valid strategies and they clearly benefit from the select all army button for the reasons mentioned. Even in the late-game, when you want to do one last massive push and want to group all your units that are spread everywhere on the map, this is a very convenient shortcut. If some pros are even vouching for this key, I don't see why the Core should not implement it at all...
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@ Iomi, I could be wrong, but I think the control groups will be put "in order" for the release of 1.0.
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Hey everybody,
I'm on TheStaircase Roach step, and therefore I basically have to rely on Queens and Spores for Anti-Air defense. So if I scout air or for whatever reason really, I start producing queens; the way I do/want things this far has been to have all my injecting Queens on a control group and my creepspread Queens on a different control group, I'd like to put my fighting/creeping Queens on a control group to not have my Inject Queens start to wander around. Now the thing is: this get's really messy when producing more than the initial Queens, because as they pop out I can't distinguish them from one another. Say I have two queens on a Hatchery and one is supposed to be in the fighting group - the question is which one is it? This is of course because you can't hotkey Queens as with eggs for example. So I have to press the inject Control group and see which queens gets the green selected circle and click the other queen and add it to the other group and then do this again and again for all the hatcheries where there might be queens. So I was wondering how other Zergs handle this, or if anyone can propose a simpler/cleaner way to go about doing this?!
Thanks everybody!!!
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Regarding the drag scroll method:
In general I could imagine getting used to it. It is very fast and accurate and it felt quite good. I just see one problem with it. Let's say your base is in the lower left corner. To scroll to your creep tumors you scroll more or less always to the upper right (at least in the beginning of the game). And so your mouse moves more and more to the upper right of your mouse pad and you have to lift your mouse and bring it back after a while. To be honest I did not do a long test but I noticed this quite soon and I think that especially in a long and hectic match this is too much effort in the end.
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On April 09 2013 00:30 FlOverlord wrote: Hey everybody,
I'm on TheStaircase Roach step, and therefore I basically have to rely on Queens and Spores for Anti-Air defense. So if I scout air or for whatever reason really, I start producing queens; the way I do/want things this far has been to have all my injecting Queens on a control group and my creepspread Queens on a different control group, I'd like to put my fighting/creeping Queens on a control group to not have my Inject Queens start to wander around. Now the thing is: this get's really messy when producing more than the initial Queens, because as they pop out I can't distinguish them from one another. Say I have two queens on a Hatchery and one is supposed to be in the fighting group - the question is which one is it? This is of course because you can't hotkey Queens as with eggs for example. So I have to press the inject Control group and see which queens gets the green selected circle and click the other queen and add it to the other group and then do this again and again for all the hatcheries where there might be queens. So I was wondering how other Zergs handle this, or if anyone can propose a simpler/cleaner way to go about doing this?!
Thanks everybody!!!
You could just make sure all your injecting queens are positioned the same relative to each hatch.
Like- say each injecting queen is to the left of the hatch they are injecting. Then your defensive queens will pop out on the right.
I find myself tapping the inject control group just to make sure, but I usually know which queen is which.
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FIOverlord: This is probably not the most elegant solution, but it's how I handle it. I put every queen I produce into my injecting queen group. Then it doesn't matter if you have two queens at a hatch, you just pick one and add it to the fighting/creeping group.
So there is overlap, but this ensures that I'll always have injecting queens for every hatch I'm macroing with, even if an inject queen dies. If this happens, you'll have to remove one from the fighting group, but that's a lot easier than resetting the groups every time. It's also nice in the early game because every queen you have can be rallied to the same spot with one group for big air or all-in defense.
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@RebelSaint
I really like that. When I start playing zerg again I'm definitely going to try it out
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@ Rebelsaint, Same! That's pretty cool.
Some shameless promotion for our friend Jak, who is casting WhiteRa vs DIMAGA vs Beastyqt on http://www.twitch.tv/yegwen now.
Check it out
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Are there any plans to include mouse button setups for the alpha? I'm looking for a TRMM.
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@Snoodles: All layouts will have mouse compatibility be default. Users will have the opportunity to easily customize their layout to be mousebuttonless.
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On April 09 2013 04:07 Ninjury_J wrote: @Snoodles: All layouts will have mouse compatibility be default. Users will have the opportunity to easily customize their layout to be mousebuttonless.
Maybe this has changed but last time I checked I could not bind anything to mouse buttons from the starcraft hotkey menu.
edit: just checked, I still can't. I click the button to add hotkey, mash my mouse button, and nothing happens. TheCore is the only layout I've ever had that let me use mouse buttons as control groups.
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That's weird. Does anyone else have this problem?
Regarding Drag Scroll: If it is bound to ctrl plus a key, THE KEY MUST BE RELEASED BEFORE CTRL. This is fine for creep spread since ctrl ought to be selected anyways. It is a weird mechanic to get used to though, I am not sure if x and . are better. I do not yet have a solution for the 'lift-the-mouse' problem. Any ideas?
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I have a mouse with 4 sided button. I can only bind the 3rd and the 4th. But yes I can bind it to what i want : control group / Previous next sub group / idle worker / all army / base navigation (tab) that what i have tested from the menu.
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@Snoodles: Not a problem here to add side mouse buttons. Maybe it's your mouse/drivers?
Regarding the lift-the-mouse problem: I find my mouse drifts on the mousepad sometimes anyways, so I will probably just deal with it. Maybe I'll get in the habit of swooping back to my base after creep spread to recenter the mouse.
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