[G] TheCore - Advanced Keyboard Layout - Page 196
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JDub
United States976 Posts
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apocriva
Canada66 Posts
![]() Does Alpha ZRM 1.0 have the keys set up for that creep spread method...? Edit: I see that it does! Also, looking at the bindings within SC2, "Add to control group 2" (injecting queen group) is Ctrl-F. Reckon this should be Ctrl-K, according to the archive? | ||
Ninjury_J
Canada408 Posts
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Borskey
160 Posts
You might want to look for a bug Jdub. | ||
ProbeEtPylon
168 Posts
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Spaceboy
United Kingdom220 Posts
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sanddbox_sc2
United States173 Posts
On April 21 2013 07:42 Spaceboy wrote: Cheering for Sandbox in the WCS NA qualifiers, TheCore represent yo!!! :D I hope he gets on stream at some point! Don't get too excited, I haven't played in like three weeks ![]() | ||
Spaceboy
United Kingdom220 Posts
On April 21 2013 13:35 sanddbox_sc2 wrote: Don't get too excited, I haven't played in like three weeks ![]() I believe!!! You only have to make your way through a possible run of Aria>QXC>Fitzy>Demuslim>Jaedong>Revival... and you're in Premier.... yikes, good luck :D | ||
Jmanthedragonguy
Canada1202 Posts
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Spaceboy
United Kingdom220 Posts
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Ninjury_J
Canada408 Posts
![]() Prelim: it is important to realize that anyone coming off of standard or grid likely has not had the use of all control groups. Ours are some of the best keys possible to hit, so we have access to all of them, and I think it is worth abusing. Suggested control groups are hard. On one hand, we want to have the most used control groups on the most functional keys in conjunction with likely combinations of other cgs and abilities. In this paradigm, we want control groups to be rigid, so that you can associate a button with a unit/ combination of units. On the other hand, zerg has lots of control groupable units that all have very different functions. It also has the ability to use and have any combination of units at some point in a given long enough game. This means that we want flexible control groups which are game and situation dependent. After watching replays of gms (not really watching... we were using ggtracker) to see what units are alive at the same time as other units, we tried to arrange the cgs following three principles. This is the "rigid version", (but just a suggestion): 1) ability units should be on the index finger whenever possible to allow for access to all abilities quickly. 2) highly synergistic combinations should be together or easily comboed. 3) priority for same fingered keys were determined by tech > resource value. I'll outline what we did and why for zerg. The general logic applies to all the races, but if you would like to understand the t and p specifics, you should ask Jak. Also, bear in mind that this is my interpretation, and I could be very wrong. I will go in order of unit, and then say a word about structures. P for hatches and shift P for queens are hopefully best explained by being awesome. ; for lings/ ultra. ; is the next best control group, lings are used more frequently then any other unit, and are used in every game, almost. L for roaches/hydra. Great to have next to lings, since roaches and hydras make up the "army" units, most of the time. Roached have no abilities on the middle finger. Hydras have clear synergy with roaches. Same abilities, except no burrow move. 0 for banes. easy to combine with lings. Its middle finger ability is not time sensitive, and it is on a different row than the ling cg, so one will not press the wrong one by mistake. 9 for mutas. A no-ability unit that requires as most efficiency/speed as possible. Allows for easy combo with lings and banes. (Ideally we would have the three units be on three fingers. I am toying with the idea of 8 or k as a control group but i don't think it is worth it.) - for Infestors. Best index key after ; [ for vipers. Best index key after -. Allows evos on it as well which i will get to later. ' for corruptors and overseers. Not sure if one or either deserves their own cg, but they fly, have odd but useful abilities, and are necessary in many late games to deal with air and invis. I also dont know what else they would group well with otherwise. = for Swarm hosts. Swarm hosts have four abilities, so need to be on index. 0 for broods. "But Ninjury, banes are on 0. You done goofed...". I know. We are by now running out of cgs, and through the ggtracker adventure, it seems like this is the best concession. If anyone had any other ideas for banes or hosts, I would love to hear em. And ; for ultras: by late game, ultra might as well go with lings. Since lings are faster, after the cg is sent you can ctrl click the ultras or lings and manipulate manually. Again, running out of "rigid room". A note on queens: Queens have 3 abilities which give them completely different functions. "inject queens" are special and get their own super modified control group. Lucky ladies. "creep queens" use "creep option 7", and therefore do not get control groups, until they become... "Battle queens!" Battle queens get put with broods cuz they are slow... maybe with lots of creep they should go into rangeland with hydras and roaches on L... not sure on this one. Buildings go with "their" units to check upgrades in battle conveniently. This also reduces the use of next and previous subgroup on a ten-selection long upgrade group. It comes with 2 known downsides that I think are totally worth it. 1) With less than x units where x is between 1 and 4 depending on the unit, center on selection and double tap will return to the building. Sometimes. Annoying, but just use the mini map in these situations, imo. 2) If you try to a move without looking at the cg, and don't have any units, you may get an upgrade by accident. This is not a real problem, since if you did not have a building on the cg and tried to select and empty cg, you would still do something you may not want to (since you will have something selected before hand). If this second point doesn't make sense to you, it is cuz I am not explaining it well. Let me know and I will try again. Evos go on [ cuz it is a good key, has three "abilities", and does not get occupied until hive tech. They are also the best building to mass for vipers, as I understand it. I hope this helps. As you can see, it is quite tentative and very intuitive. The science behind it is mediocre at best, imo. Again, this is all my interpretation. While the facts about the layout are (I think) correct, my reasoning may be faulty. Jak made the final calls, so he may have some different reasoning than I do. Please let me know if there are any questions you have, and definitely shout out any improvements we can make... I'm confident this is nowhere near perfect yet. | ||
JaKaTaKSc2
United States2787 Posts
![]() In any case, this is what Ninjury and I cooked up after a few hours of work. I'm really interested in what the rest of you zergy folk think about this. I am doing my best to update TheCore with all of the ideas we've agreed upon so far, but I'm falling behind. Should be able to get a good chunk done tomorrow. No promises about today. | ||
Jmanthedragonguy
Canada1202 Posts
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JaKaTaKSc2
United States2787 Posts
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Borskey
160 Posts
On April 22 2013 07:47 Jmanthedragonguy wrote: I just started this and i got a quick question. I am using ZRM, and when i press control+shift+O to try and make a control group it keeps trying to larva inject.. :/ Why are you hitting ctrl+shift+O to make a control group? There isn't any control group made that way. What happens when you press that button will depend on what units you have selected. If you have queens selected, it will inject, because inject is on O. | ||
Ninjury_J
Canada408 Posts
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JaKaTaKSc2
United States2787 Posts
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ACR_Daren
6 Posts
In other news, I just started using TheCore on Friday night, and I'm loving it. Though so far I've been using v0.6.3 because I'm used to Betas being more up to date than Alphas. Normally I'm a mid-Diamond Zerg, and it was tough going at first, but because I use so many different keyboard layouts anyways by brain switched really fast and I was back to facing Diamonds again within maybe 8 hours of practice. I've got a lot more control over my hatcheries now, and my APM jumped from 200 to 300, though I still have a hard time with quite a few things, mostly producing enough units. It's fun though! I'm all about efficiency. I think I'll switch to 1.0 right now, I assume it's better than 0.6.3 ![]() Anyways, I love what you guys are doing, keep up the good work! :D Edit: There are probably other formulas that could help you as well, I'm just new to the Doc and don't really know what issues there are. But generally if there's a problem you have, someone else in an office had it too 15 years ago, and the solution is just buried somewhere | ||
JaKaTaKSc2
United States2787 Posts
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Jmanthedragonguy
Canada1202 Posts
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