[G] TheCore - Advanced Keyboard Layout - Page 194
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fengshaun
149 Posts
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termhn
United States2 Posts
Hi Jak, I've made a few modifications to The Core (terran version) that I think have improved my game a lot. Not sure if I have assigned them ideally, however I do have a few suggestions I think you should look into: 1. Reassign scan key to something more accessible. Really important to be able to get at quickly and I find myself stumbling over the "k" key a lot. 2. Reassign build keys To do this, I: 1. Assigned Build to O (I use build more than that extra control group, I put all my production on 8 now) 2. Assigned build barracks to 8 so that my main production building is same hotkey as its group. 3. Assigned build supply depot to O, so I can double-push O 4. Assigned build gas to J to be the same as Zerg and it's quick. 5. Assigned build command center to K because this isn't as important to press quickly in the heat of the moment 6. Within CC controls, assigned O to train SCV 7. Assigned scan to I 8. Within Barracks controls, assigned build reaper to O and build marauder to I | ||
fengshaun
149 Posts
(1) https://docs.google.com/spreadsheet/ccc?key=0AupIb4-ZC3zsdEhNRUlCQU5fWHZldGQtX1MwM2d6SXc edit: I'm thinking of making K an ability and replace Stop with H, any thoughts? Then burrow can go on M and unburrow on K, making it easy for burrow/unburrow micro! | ||
JDub
United States976 Posts
I'm a little bit surprised by your changes because I find 'K' to be the easiest key to press that's not on the home row. I do find the build barracks + production control group idea very, very interesting though. I wonder if that sort of control group + build command could be taken advantage of elsewhere in TheCore as well. | ||
Ninjury_J
Canada408 Posts
Only problem with that is that K is a base cam... And base cams can't be on abilities because you lose the ability to shift que them. That being said... Is there ever a reason to shift que burrow? What about Unburrow? Edit: how did you got a building command to be on the same key as a control group? | ||
fengshaun
149 Posts
On April 20 2013 05:17 Ninjury_J wrote: @feng, Only problem with that is that K is a base cam... And base cams can't be on abilities because you lose the ability to shift que them. That being said... Is there ever a reason to shift que burrow? What about Unburrow? *sigh* I should test stuff before proposing them! I'll see what else I can do! Shift+Q burrow is actually very useful, you can send your swarm hosts on a journey and make them auto-burrow when they arrive. But K on unburrow should be useful. I'll have to test it, though. Edit: how did you got a building command to be on the same key as a control group? What do you mean? I don't think I've changed commands much yet! | ||
Fiziks
United States59 Posts
@termhn: which version of the core are you using? Those re-assignments sound more complicated than they need to be and it also sounds like you're loosing some of the macro/mechanics benefits of the Core. While you're mid battle, it's way easier to macro and check on production by hitting P and O instead of hitting K and 8. | ||
Antylamon
United States1981 Posts
On April 20 2013 05:27 Fiziks wrote: So happy to hear that Lift is getting re-assigned. Personally, I only use the lift keys for when I'm swapping add-ons between buildings. Because it doesn't happen often, I choose to not have that key readily accessible. The problems you get from accidental lifts FAR out weigh any slight benefit of being able to optimize lift/land. Right now mine is assigned to \ (but then again, I'm using a QSenn Korean keyboard and it's probably in a different spot than most people's \. What about lifting a CC onto an expo? I do that every TvZ in case of a rush. | ||
teuthida
United States104 Posts
On April 20 2013 05:32 Antylamon wrote: What about lifting a CC onto an expo? I do that every TvZ in case of a rush. Yeah, I find lift fairly useful for expos / emergency lift and tech switching, so hope it isn't relegated to a really hard to reach key. | ||
Fiziks
United States59 Posts
On April 19 2013 23:15 CursedFeanor wrote: I was not the one linking to the VOD, but I agreed with this guy and I explained specific situations where this key is optimal and should therefor be kept available in the Core. Since then, I've tried it on backspace, but it was uncomfortable since it needed my whole hand to move from the home keys, slowing down my macro. I just recently switched it to a side mouse button and it's much better! Also I forgot to mention my point (again from another of my previous posts) that "build basic" should be on [ imho. It feels soooo much better! All stuff I can do on my own customizations, but I feel it could (should?) be in the vanilla version of the Core. I really like the idea of putting Select Army on one of the mouse buttons because I agree, I only use either next subgroup OR previous subgroup, but I never have reason to access both keys (I suppose if you really wanted to have previous subgroup then you could probably also, Shift + click the mouse button for next subgroup). It's redundant to have both functions there and moving it frees up the other mouse button to do something different and select all army sounds like it could really work. As for the M key and Build Basic. I used to have Build Basic on [ when I used 0.6.3 and I agree that it feels better than ', but I would urge you to try it on / and build advanced '. Currently, 1.0 has those two swapped, but after I put Build Basic on / and Command Centers also on / with Build Advanced on ', it seriously made dropping depots, rax, and turrents feel a ton easier. It's even easier to hit the M key for emergency ebays after you hit /. | ||
Fiziks
United States59 Posts
On April 20 2013 05:39 teuthida wrote: Yeah, I find lift fairly useful for expos / emergency lift and tech switching, so hope it isn't relegated to a really hard to reach key. Very true. I guess I forgot to mention those scenarios because I usually only do that early game and add-on switching happens more often. Where I have lift on \ still makes it very easy to lift in emergencies or expos, but also keeps it from being accidentally hit. I don't think that putting it on the other side of the keyboard is a good solution, but it definitely needs to be in a place where accidental hits will never occur. | ||
teuthida
United States104 Posts
On April 20 2013 05:44 Fiziks wrote: I really like the idea of putting Select Army on one of the mouse buttons because I agree, I only use either next subgroup OR previous subgroup, but I never have reason to access both keys (I suppose if you really wanted to have previous subgroup then you could probably also, Shift + click the mouse button for next subgroup). It's redundant to have both functions there and moving it frees up the other mouse button to do something different and select all army sounds like it could really work. Shift-mouse button for prev subgroup is an interesting thought, I'll have to try that. Would be nice to free up the other mouse button in that case. As for the M key and Build Basic. I used to have Build Basic on [ when I used 0.6.3 and I agree that it feels better than ', but I would urge you to try it on / and build advanced '. Currently, 1.0 has those two swapped, but after I put Build Basic on / and Command Centers also on / with Build Advanced on ', it seriously made dropping depots, rax, and turrents feel a ton easier. It's even easier to hit the M key for emergency ebays after you hit /. I have done this as well and like it. I know ' is supposed to be easier to hit with your index finger, but I find that to be kind of an awkward stretch with my fingers. I hit ' with my thumb (as build advanced). As mentioned earlier in the thread putting build on [ would work too, as that feels far more comfortable to hit with my index finger than ' but I also like it as a CG as it is now. | ||
Shompol
United States12 Posts
Hello . . . . I am learning TheCore as Terran, and so far like it very much. However, I find the philosophy behind command card to be inefficient. To explain: Objective: When approaching the enemy stim marines and siege tanks. TheCore way: ---------------------------------------- As each unit rolls off production lines . . . . add each new unit to army shortcut (1), add it to its group shortcut (2) As the enemy approaches . . . . select tanks (1) siege (2), select marines (3) stim (4) My old method: have siege and stim on different keys. ---------------------------------------- As each unit rolls off production lines . . . . do nothing. As the enemy approaches . . . . drag-select the army (1) stim (2) siege (3) So as far as efficiency goes my approach saves keystrokes by an order of magnitude. I am especially concerned about adding each new unit to two different control groups. is there a shortcut for doing that efficiently? Disclaimer: the above trickery with shortcuts does not work. I though it did, but it does not. sorry | ||
CursedFeanor
Canada539 Posts
![]() @ Shompol : I completely understand your point! Here's what I do to have the better of both world : I put my whole marine/tank/medivac ball on a single CG --> ; to be able to quickly react if necessary, as in your old method. However, when I have some down time in the game, I also set my tanks in their own CG --> 9, where it's really easy to quickly hit 9I and have them all in siege mode if needed. It just gives you more control over your army management, that's all, and you can still use your old method anyway. In any case, it's very nice to have some fellow Terrans in the thread to discuss our concerns! I felt quite overwhelmed by the Zergs here lately... ![]() | ||
Ninjury_J
Canada408 Posts
Your are right about burrow, shift q ling to block bases, swarm hosts etc. Unburrow also does not work, since you can shift unburrow roaches into an enemy base, according to Jak. ![]() as for the other comment, sorry, that was addressed to termhn, my bad. @ Shompol, At what point do you add units to control groups? Don't you need to move between your marines and tanks after you stim and befpre you siege? @ Cursed, Really it is protoss that is so underrepresented ![]() | ||
termhn
United States2 Posts
Sorry I actually made a typo and mis-clarified something... I actually us 9 not 8 for my production control group, but for some reason in my head I think of it as the same, not sure why ![]() @JDub I find K easiest to press besides home row but my point is that I think scan deserves its own spot on the home row. | ||
Thorrn
Australia4 Posts
First for “as the enemy approaches” your method would have to be this? Drag-select the army(1) stim (2) tab to tanks (3) siege (4) So it also takes 4 steps and drag-selecting is slowing that hitting a control group key? Its true that setting up control groups takes time, but it saves you time during the fight when it is more valuable. Also as you add more units such as ghosts/ravens/vikings playing without a control groups becomes harder. Also lets you pull back your units to stop harassment/flanks without moving the screen away to select them first. And your army might be spread out over more than one screen making it slower again. As for the best way to add to new control groups using the core, I am unsure if this is the right way but its what I use. If there is a better one please share so I can use it too. First have a rally cam set on a free cam (I for me) When I want to add new units I do this. Hold cntl (hold it for every other step) Free cam key Click first unit (selects all of that unit) Click main army control group and its separate control group. Click second unit (selects all of that unit) Click main army control group and its separate control group. Repeat as needed. During a fight if I don’t have the time for this I am starting to use the select all army key and just add to main control group. Hope that helped. | ||
Snoodles
401 Posts
Have you tried setting a free cam to your rally point? My method is to periodically go to my rally point and put everything in one control group; if my main army is out on the field this let's me quickly rendezvous reinforcements as my main army stims, pushes forward, and pulls back. Then as I'm about to move in for a fight I'll control click important units and put them into separate control groups. Like say you see a protoss deathball moving to the middle of the map. Take your big group of units, pre-split them, and ctrl click on a single viking to select all vikings and then give them a hotkey. then ctrl-click on a ghost to select all ghosts, same thing. Whether or not I use select all units depends on one condition: am I dropping? If I'm dropping somewhere, or have left a group of units home to defend against drops/DTs/ling runbys, or have a viking annoying the hell out of overlords, I avoid using that button. | ||
fengshaun
149 Posts
As far as cameras go, I've put Center Selection on Rear mouse button (M4?) and released Alt of it cursed duty! That has allowed me to have the Center Selection functionality when I need it, and also Alt+O and Alt+I create the two free cams. Ctrl+O/I recall free cams, which lets me use free cams liberally and comfortably. The above have so far been tested only for Terran, but I guess Protoss shouldn't have any problem with the setup. I'll try zerg in a few days after my Terran adventure is over! | ||
fengshaun
149 Posts
On April 20 2013 06:21 Ninjury_J wrote: @Feng, Your are right about burrow, shift q ling to block bases, swarm hosts etc. Unburrow also does not work, since you can shift unburrow roaches into an enemy base, according to Jak. ![]() as for the other comment, sorry, that was addressed to termhn, my bad. Ah, good point about the roaches! So, that idea has ended before it even began! | ||
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