• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 00:56
CET 05:56
KST 13:56
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Team Liquid Map Contest #22 - Presented by Monster Energy5ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13
Community News
Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool30Weekly Cups (March 9-15): herO, Clem, ByuN win42026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12Blizzard Classic Cup - Tastosis announced as captains18
StarCraft 2
General
Potential Updates Coming to the SC2 CN Server Weekly Cups (March 2-8): ByuN overcomes PvT block Weekly Cups (August 25-31): Clem's Last Straw? Weekly Cups (March 9-15): herO, Clem, ByuN win Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool
Tourneys
World University TeamLeague (500$+) | Signups Open RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament WardiTV Team League Season 10 KSL Week 87
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026]
External Content
The PondCast: SC2 News & Results Mutation # 517 Distant Threat Mutation # 516 Specter of Death Mutation # 515 Together Forever
Brood War
General
Gypsy to Korea BGH Auto Balance -> http://bghmmr.eu/ ASL21 General Discussion JaeDong's form before ASL BSL Season 22
Tourneys
[Megathread] Daily Proleagues [BSL22] Open Qualifiers & Ladder Tours Small VOD Thread 2.0 IPSL Spring 2026 is here!
Strategy
Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2 Fighting Spirit mining rates
Other Games
General Games
Stormgate/Frost Giant Megathread General RTS Discussion Thread Nintendo Switch Thread Path of Exile Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread Russo-Ukrainian War Thread Mexico's Drug War
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Movie Discussion! [Req][Books] Good Fantasy/SciFi books [Manga] One Piece
Sports
Formula 1 Discussion 2024 - 2026 Football Thread Tokyo Olympics 2021 Thread General nutrition recommendations Cricket [SPORT]
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 4644 users

[G] TheCore - Advanced Keyboard Layout - Page 20

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 18 19 20 21 22 432 Next
uoeahtns
Profile Joined February 2012
52 Posts
Last Edited: 2012-06-17 22:35:08
June 17 2012 22:28 GMT
#381
On June 18 2012 07:21 Antylamon wrote:
Show nested quote +
On June 18 2012 06:47 uoeahtns wrote:
One thing I noticed was how many times, according to the data analyzed while creating this setup, the select larvae key was selected. (463.289 times!) It seems like an injustice to place select larvae and then the drone key, the most built unit by the zerg, on the ring and pinky fingers. On darkgrid, I could place select larvae on f and then the 9 units on the 3x3 grid of letters ot the left. This allowed me to create every single unit with very much ease. However, on this setup, I find myself awkwardly scrambling around with my ring and pinky finger to create almost all of the units.

The point is to make o and p, the macro control group keys, to be pressed more easily.

Show nested quote +
One thing that I think is important is to add up how many times a certain key is pressed, and not simply the functions. While ability 1 might be pressed (for units alone) 95,153; 45,353; and 39,883 times, but If you add up how many times the first ability is pressed for each unit and building, the number would be a lot higher than however many times most control groups are pressed.

Just because something is pressed more often, does that mean it wouldn't be pressed more often if it was in a more comfortable position?

Besides, this entire hotkey setup is mainly based around the frequency of occurences as a base. Everything else is secondary.

Show nested quote +
Now, the most pressed control group was pressed 544,972 times. Seeing as how the most used ability was pressed more than the most used control group, I do not feel comfortable placing the first two control groups on the two easiest-to-press keys if the goal is the most efficient keyboard layout.

Again, just because something is pressed more often, does that mean it wouldn't be pressed more often if it was in a more comfortable position?

First of all, my first point was not that o and p was bad placement for macro keys; it was that it was awkward to create units as zerg.


Aside from that, I don't understand your reasoning behind the statement that the fact that something is pressed more often does not necessarily mean that it will not be pressed more often if it was in a more comfortable position. The basis behind my reasoning is that it is pressed more often, so it should be placed on a more comfortable key. As you said, the hotkey setup is mainly based around the frequency of occurrences.
uoeahtns
Profile Joined February 2012
52 Posts
Last Edited: 2012-06-17 22:30:54
June 17 2012 22:30 GMT
#382
Deleted: Pressed quote instead of edit
Antylamon
Profile Joined March 2011
United States1981 Posts
June 17 2012 22:47 GMT
#383
On June 18 2012 07:28 uoeahtns wrote:
Show nested quote +
On June 18 2012 07:21 Antylamon wrote:
On June 18 2012 06:47 uoeahtns wrote:
One thing I noticed was how many times, according to the data analyzed while creating this setup, the select larvae key was selected. (463.289 times!) It seems like an injustice to place select larvae and then the drone key, the most built unit by the zerg, on the ring and pinky fingers. On darkgrid, I could place select larvae on f and then the 9 units on the 3x3 grid of letters ot the left. This allowed me to create every single unit with very much ease. However, on this setup, I find myself awkwardly scrambling around with my ring and pinky finger to create almost all of the units.

The point is to make o and p, the macro control group keys, to be pressed more easily.

One thing that I think is important is to add up how many times a certain key is pressed, and not simply the functions. While ability 1 might be pressed (for units alone) 95,153; 45,353; and 39,883 times, but If you add up how many times the first ability is pressed for each unit and building, the number would be a lot higher than however many times most control groups are pressed.

Just because something is pressed more often, does that mean it wouldn't be pressed more often if it was in a more comfortable position?

Besides, this entire hotkey setup is mainly based around the frequency of occurences as a base. Everything else is secondary.

Now, the most pressed control group was pressed 544,972 times. Seeing as how the most used ability was pressed more than the most used control group, I do not feel comfortable placing the first two control groups on the two easiest-to-press keys if the goal is the most efficient keyboard layout.

Again, just because something is pressed more often, does that mean it wouldn't be pressed more often if it was in a more comfortable position?

First of all, my first point was not that o and p was bad placement for macro keys; it was that it was awkward to create units as zerg.


Aside from that, I don't understand your reasoning behind the statement that the fact that something is pressed more often does not necessarily mean that it will not be pressed more often if it was in a more comfortable position. The basis behind my reasoning is that it is pressed more often, so it should be placed on a more comfortable key. As you said, the hotkey setup is mainly based around the frequency of occurrences.

My brain was overloading from listening to Dreamhack in the background
After thinking it through it was a bit stupid to say that. I kind of went into circular logic trying to back it up.

Anyways, this is the random setup you're looking at, not the Zerg-exclusive setup. Random sacrifices a little efficiency to make the setups for each race more similar so that you don't mess up from a race change. At least I think so... Jak can prove me wrong if I'm wrong.
uoeahtns
Profile Joined February 2012
52 Posts
June 17 2012 23:08 GMT
#384
On June 18 2012 07:47 Antylamon wrote:
Show nested quote +
On June 18 2012 07:28 uoeahtns wrote:
On June 18 2012 07:21 Antylamon wrote:
On June 18 2012 06:47 uoeahtns wrote:
One thing I noticed was how many times, according to the data analyzed while creating this setup, the select larvae key was selected. (463.289 times!) It seems like an injustice to place select larvae and then the drone key, the most built unit by the zerg, on the ring and pinky fingers. On darkgrid, I could place select larvae on f and then the 9 units on the 3x3 grid of letters ot the left. This allowed me to create every single unit with very much ease. However, on this setup, I find myself awkwardly scrambling around with my ring and pinky finger to create almost all of the units.

The point is to make o and p, the macro control group keys, to be pressed more easily.

One thing that I think is important is to add up how many times a certain key is pressed, and not simply the functions. While ability 1 might be pressed (for units alone) 95,153; 45,353; and 39,883 times, but If you add up how many times the first ability is pressed for each unit and building, the number would be a lot higher than however many times most control groups are pressed.

Just because something is pressed more often, does that mean it wouldn't be pressed more often if it was in a more comfortable position?

Besides, this entire hotkey setup is mainly based around the frequency of occurences as a base. Everything else is secondary.

Now, the most pressed control group was pressed 544,972 times. Seeing as how the most used ability was pressed more than the most used control group, I do not feel comfortable placing the first two control groups on the two easiest-to-press keys if the goal is the most efficient keyboard layout.

Again, just because something is pressed more often, does that mean it wouldn't be pressed more often if it was in a more comfortable position?

First of all, my first point was not that o and p was bad placement for macro keys; it was that it was awkward to create units as zerg.


Aside from that, I don't understand your reasoning behind the statement that the fact that something is pressed more often does not necessarily mean that it will not be pressed more often if it was in a more comfortable position. The basis behind my reasoning is that it is pressed more often, so it should be placed on a more comfortable key. As you said, the hotkey setup is mainly based around the frequency of occurrences.

My brain was overloading from listening to Dreamhack in the background
After thinking it through it was a bit stupid to say that. I kind of went into circular logic trying to back it up.

Anyways, this is the random setup you're looking at, not the Zerg-exclusive setup. Random sacrifices a little efficiency to make the setups for each race more similar so that you don't mess up from a race change. At least I think so... Jak can prove me wrong if I'm wrong.



Interesting point, now for terran and protoss:

Terran Ability 1: 386,554
Exceptions: Ability 1 instead of attack, return cargo instead of build basic, "building abilities" group not included, raise and lower depot both included
Terran CG 1: 629,377

Protoss Ability 1: 268,849
Exceptions: Ability 1 instead of attack, return cargo instead of build basic
Protoss CG 1:648,439

Zerg is much more ability-oriented than either terran or protoss, as is pretty clear I guess. That would require a much bigger change for zerg when it comes to the individual layouts. Now I can understand why darkgrid felt so much better with zerg and why theCore felt so much better with terran and protoss.

Note: I got my own numbers, as I did not understand the system Jak and Foxy used to get their numbers. (Ability 2 was higher than ability 1 for some reason) I simply used the most used command for each "group" aside from the exceptions mentioned.
Tzuborg
Profile Joined April 2011
Norway171 Posts
Last Edited: 2012-06-18 00:21:43
June 18 2012 00:13 GMT
#385
I was thinking along the same lines as Uoeahtns, and remapped a bit accordingly. I now have a setup I'm currently VERY satisfied with.

L, ; and [ is no longer control groups, but ability keys. ; is build basic structures, and [ is for advanced (plus other stuff ofc.)
The control groups were set to respectively backspace and \, which gives me 9 control groups in total, and if if I ever need a 10th (which I doubt I will) I can just use enter.

This removed those very awkward build commands which in my opinion were the weakness of theCore. Thumb can now rest on shift and ctrl without being bothered too much.

Only having to use ctrl + key for locations is also amazing.

My APM has never been nowhere near this high =D
Mahtasooma
Profile Joined November 2010
Germany475 Posts
June 18 2012 00:21 GMT
#386
At the moment I'm working on a german setup including a Razer Naga (which has 17 mouse buttons, mind you).

The idea revolves about the fact that you don't have to move away from JIOP when controlling units, because all abilities are on the mouse, IOP are the three main army control groups and J being the control group for hatches. I have bound "-" to attack for convenience because the thumb is resting there anyways. I found using I and J for abilities and thus moving your ring finger is too much movement during a battle.

Will probably upload that for Naga users, dunno if anyone's interested.
http://twitch.tv/mahtasooma
Larias
Profile Joined July 2011
United States75 Posts
Last Edited: 2012-06-18 00:37:34
June 18 2012 00:37 GMT
#387
On June 18 2012 09:13 Tzuborg wrote:
I was thinking along the same lines as Uoeahtns, and remapped a bit accordingly. I now have a setup I'm currently VERY satisfied with.

L, ; and [ is no longer control groups, but ability keys. ; is build basic structures, and [ is for advanced (plus other stuff ofc.)
The control groups were set to respectively backspace and \, which gives me 9 control groups in total, and if if I ever need a 10th (which I doubt I will) I can just use enter.

This removed those very awkward build commands which in my opinion were the weakness of theCore. Thumb can now rest on shift and ctrl without being bothered too much.

Only having to use ctrl + key for locations is also amazing.

My APM has never been nowhere near this high =D

I'm a huge fan of this change. For protoss especially I feel that having to move the thumb away from shift made shift queing buildings too much of a hassle. I'll be using that change from now on for sure, thanks!
ScoSteSal
Profile Blog Joined March 2011
United States54 Posts
June 18 2012 00:40 GMT
#388
i use naga, sounds interesting indeed, but im wondering if there are issues with the side keys possibly being harder to hit than the keyboard keys with some mouse grips? i am asking because when i brought up to my starcast forum buddies the possibility of getting a naga they said that using the side buttons is really awkward, idk
Iustum Agere Arduum Est...Sed Modo Sine Day9o
Doomaflatchi
Profile Joined February 2012
United States5 Posts
June 18 2012 00:55 GMT
#389
On June 18 2012 09:13 Tzuborg wrote:
This removed those very awkward build commands which in my opinion were the weakness of theCore. Thumb can now rest on shift and ctrl without being bothered too much.

Only having to use ctrl + key for locations is also amazing.

My APM has never been nowhere near this high =D

The main problem I see here is that removing Shift from camera recall makes layered injects impossible, which is one of the main strengths of this kind of custom hotkey map.
"The path that leads to truth is littered with the bodies of the ignorant." -- Miyamoto Musashi
Mahtasooma
Profile Joined November 2010
Germany475 Posts
Last Edited: 2012-06-18 01:17:39
June 18 2012 01:16 GMT
#390
On June 18 2012 09:40 ScoSteSal wrote:
i use naga, sounds interesting indeed, but im wondering if there are issues with the side keys possibly being harder to hit than the keyboard keys with some mouse grips? i am asking because when i brought up to my starcast forum buddies the possibility of getting a naga they said that using the side buttons is really awkward, idk


Personal preferrernce and just getting used to. I'm using only the very easy to press / reach buttons on the naga for the important stuff. The rest is units and buildings you don't use that often (spawning pool, Hydras, Ultras, ...)

Just updated my setting so that I really don't have to move my hands like... ever almost. Pretty sick stuff, but zerg related ofc. As I said, when I'm finally done I'll upload it somewhere and let you know.
http://twitch.tv/mahtasooma
Tzuborg
Profile Joined April 2011
Norway171 Posts
Last Edited: 2012-06-18 01:29:41
June 18 2012 01:28 GMT
#391
On June 18 2012 09:55 Doomaflatchi wrote:
Show nested quote +
On June 18 2012 09:13 Tzuborg wrote:
This removed those very awkward build commands which in my opinion were the weakness of theCore. Thumb can now rest on shift and ctrl without being bothered too much.

Only having to use ctrl + key for locations is also amazing.

My APM has never been nowhere near this high =D

The main problem I see here is that removing Shift from camera recall makes layered injects impossible, which is one of the main strengths of this kind of custom hotkey map.


I can't really understand why. Just set inject larvae to [ (or any key that's not also used for locations). Works perfectly fine when I do it.

Hold ctrl, press I for main base, inject, press O for natural, inject and so on. You can inject while holding ctrl.
ScoSteSal
Profile Blog Joined March 2011
United States54 Posts
June 18 2012 04:01 GMT
#392
one problem i can see with making recalling layered cams cntrl + cam hotkey is that it doesn't really help anything. When I put my hand on the keyboard with it slanted so my thumb rests easily on shift, its easier to press cntrl and shift together than cntrl alone
Iustum Agere Arduum Est...Sed Modo Sine Day9o
Tzuborg
Profile Joined April 2011
Norway171 Posts
Last Edited: 2012-06-18 09:39:11
June 18 2012 09:36 GMT
#393
On June 18 2012 13:01 ScoSteSal wrote:
one problem i can see with making recalling layered cams cntrl + cam hotkey is that it doesn't really help anything. When I put my hand on the keyboard with it slanted so my thumb rests easily on shift, its easier to press cntrl and shift together than cntrl alone


Well, perhaps you have larger hands than me. I know I found ctrl + shift highly unpractical and kept messing up my control groups.
Antylamon
Profile Joined March 2011
United States1981 Posts
June 18 2012 11:13 GMT
#394
On June 18 2012 09:13 Tzuborg wrote:
I was thinking along the same lines as Uoeahtns, and remapped a bit accordingly. I now have a setup I'm currently VERY satisfied with.

L, ; and [ is no longer control groups, but ability keys. ; is build basic structures, and [ is for advanced (plus other stuff ofc.)
The control groups were set to respectively backspace and \, which gives me 9 control groups in total, and if if I ever need a 10th (which I doubt I will) I can just use enter.

This removed those very awkward build commands which in my opinion were the weakness of theCore. Thumb can now rest on shift and ctrl without being bothered too much.

Only having to use ctrl + key for locations is also amazing.

My APM has never been nowhere near this high =D

The only problem I see with this is that backspace is ridiculously out of the way. The KOP[ base keys which will be released in the full version will be much better suited for this change.
Tzuborg
Profile Joined April 2011
Norway171 Posts
Last Edited: 2012-06-18 11:35:30
June 18 2012 11:34 GMT
#395
On June 18 2012 20:13 Antylamon wrote:
Show nested quote +
On June 18 2012 09:13 Tzuborg wrote:
I was thinking along the same lines as Uoeahtns, and remapped a bit accordingly. I now have a setup I'm currently VERY satisfied with.

L, ; and [ is no longer control groups, but ability keys. ; is build basic structures, and [ is for advanced (plus other stuff ofc.)
The control groups were set to respectively backspace and \, which gives me 9 control groups in total, and if if I ever need a 10th (which I doubt I will) I can just use enter.

This removed those very awkward build commands which in my opinion were the weakness of theCore. Thumb can now rest on shift and ctrl without being bothered too much.

Only having to use ctrl + key for locations is also amazing.

My APM has never been nowhere near this high =D

The only problem I see with this is that backspace is ridiculously out of the way. The KOP[ base keys which will be released in the full version will be much better suited for this change.


You're missing the point. With KOP[ you'd still have the same setup, just moved one key to the right. The point is to have more comfortable ability keys and still have access to control groups. Backspace is easier to reach than 6 on the standard layout, and like I said I doubt I'll ever actually have any use for them anyway. Not that it should really matter, but when have you actually seen any pro use 8 control groups for their units?
Antylamon
Profile Joined March 2011
United States1981 Posts
June 18 2012 12:26 GMT
#396
On June 18 2012 20:34 Tzuborg wrote:
Show nested quote +
On June 18 2012 20:13 Antylamon wrote:
On June 18 2012 09:13 Tzuborg wrote:
I was thinking along the same lines as Uoeahtns, and remapped a bit accordingly. I now have a setup I'm currently VERY satisfied with.

L, ; and [ is no longer control groups, but ability keys. ; is build basic structures, and [ is for advanced (plus other stuff ofc.)
The control groups were set to respectively backspace and \, which gives me 9 control groups in total, and if if I ever need a 10th (which I doubt I will) I can just use enter.

This removed those very awkward build commands which in my opinion were the weakness of theCore. Thumb can now rest on shift and ctrl without being bothered too much.

Only having to use ctrl + key for locations is also amazing.

My APM has never been nowhere near this high =D

The only problem I see with this is that backspace is ridiculously out of the way. The KOP[ base keys which will be released in the full version will be much better suited for this change.


You're missing the point. With KOP[ you'd still have the same setup, just moved one key to the right. The point is to have more comfortable ability keys and still have access to control groups. Backspace is easier to reach than 6 on the standard layout, and like I said I doubt I'll ever actually have any use for them anyway. Not that it should really matter, but when have you actually seen any pro use 8 control groups for their units?

I'm not missing the point. It's a brilliant idea.

I'm just pointing out that there is a con to it, albeit a small one.
Tzuborg
Profile Joined April 2011
Norway171 Posts
Last Edited: 2012-06-18 12:43:37
June 18 2012 12:42 GMT
#397
On June 18 2012 21:26 Antylamon wrote:
Show nested quote +
On June 18 2012 20:34 Tzuborg wrote:
On June 18 2012 20:13 Antylamon wrote:
On June 18 2012 09:13 Tzuborg wrote:
I was thinking along the same lines as Uoeahtns, and remapped a bit accordingly. I now have a setup I'm currently VERY satisfied with.

L, ; and [ is no longer control groups, but ability keys. ; is build basic structures, and [ is for advanced (plus other stuff ofc.)
The control groups were set to respectively backspace and \, which gives me 9 control groups in total, and if if I ever need a 10th (which I doubt I will) I can just use enter.

This removed those very awkward build commands which in my opinion were the weakness of theCore. Thumb can now rest on shift and ctrl without being bothered too much.

Only having to use ctrl + key for locations is also amazing.

My APM has never been nowhere near this high =D

The only problem I see with this is that backspace is ridiculously out of the way. The KOP[ base keys which will be released in the full version will be much better suited for this change.


You're missing the point. With KOP[ you'd still have the same setup, just moved one key to the right. The point is to have more comfortable ability keys and still have access to control groups. Backspace is easier to reach than 6 on the standard layout, and like I said I doubt I'll ever actually have any use for them anyway. Not that it should really matter, but when have you actually seen any pro use 8 control groups for their units?

I'm not missing the point. It's a brilliant idea.

I'm just pointing out that there is a con to it, albeit a small one.

Well, yes, but using KOP[ wouldn't help anything. Following the same principle ' and ] would then be the new build commands, control groups 6 and 7 would be backspace and \, and you wouldn't have the 8th and 9th.
King of Town
Profile Joined November 2010
Netherlands26 Posts
June 18 2012 16:34 GMT
#398
I love the idea of thumb-on-shift/ctrl! I'm amazed by all of this data analysis and effort!


Now I think you're ready to improve with a focus on intuitiveness, and I have some ideas. Jak, please take a moment to read. This is based on the layout in the pictures and datasheet.

- Attack, attack upgrades (infantry weapons), offensive units, etc should probably just go on 1 hotkey.
Currently many of these are on I or J; I say choose one button (f.e. I). In exceptional cases like armory use attack hotkey ( I ) for standard upgrade and additional hotkey (f.e. K )
For the record currently the armory uses I and J for attack and secondary attack, while E-bay uses I and J for weapons and armor.

Same for defensive commands. Choose a button, apply that button to Hold, Infantry Armor, etc. etc. Don't forget details like Build Photon Cannon.
Same for spellcasters/energy-upgrades. Most buildings make only one spellcaster or energy upgrade.

- Currently you are using 10+10+3+1 = 24 buttons (+ Shift + Control).
Whichever button you assign where should of course be optimized as much as possible, so try mapping them in the following two ways:
1. Which buttons are on the same finger - I get the following:
pinky YGHBNJM ring 78UIK, middle 9OL index 0 - =P [ ] ; '
I would use G and 8 in favor of . and /
2. Which commands/groups are likely to be used at the same time (split between fingers)
You already mapped how often commands are used, just estimate how often they are used together and split 'friends' up systematically

Good luck, I hope it helps.

TL;DR - The Core seems good but it can get more consistent.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
June 18 2012 23:23 GMT
#399
@Tzuborg
Changing set control group to Ctrl+Shift and recall cam to Ctrl creates issues in control groups and doesn't allow the layered inject camera method. We might take a look at this again when checking out the race specific layouts.

@Tue
I will do everything I can (within a code of ethics) to get my hands on a beta key. There will be updates for HotS as soon as I can get it (already have 3 copies preordered )

@Frolossus
Greetings, good to have another fellow lefty on board
WERG shift are the home keys for leftys. I ladder with TheCore RLM and have a cam on my hands pretty regularly on TheJaKaTaK There are definitely VODs there that have the camera on my hands. Enjoy :D

@uoeahtns/antylamon
The numbers there are incorrect. Unfortuantely, just setting the most used command to the fastest key have some conflicts (morph archon is not as time sensitive as feedback and psi-storm) so we used that as a template and made some alterations. The beta has changed many things now and I am working on updating the spreadsheet, right now a big section is under construction and we're looking at some big changes for TheCore 0.2

@Mahtasooma
Sounds cool man! I'll definitely put it in the OP for all the Naga users out there :D

@Tzuborg
I can't really understand why. Just set inject larvae to [ (or any key that's not also used for locations). Works perfectly fine when I do it.


The issue is that you have to repress the inject button for every inject, whereas if you can set recall cam to ctrl+shift you don't have to. This allows a much faster inject as you can keep your hand on the homekeys for all but 1 of the camera recalls (in your example you have to take your hand off the home keys 2 times as well as 1 extra button press for every base beyond the 1st)

Concerning the difficulty of pressing ctrl+shift, make sure your keyboard is tilted enough. Can you provide a video of what it looks like for you pressing ctrl+shift to recall vs ctrl to recall, I don't see where the difficulty is coming in.

As far as messing up your control groups. If you set all your base cameras to your main at the beginning of the game, you should not have any issues messing up your control groups because of the ctrl+shift combo.

This layout will not sacrifice any of the 10 control groups. The other issue with this proposed change is that you will run into various repetitive finger use, which is a huge speed sacrifice. The pinky is much stronger than you might think it is, training pinky dexterity will greatly improve your play.

@King of Town
I agree with the point of consistency for random players. We will make changes for consistency when we release the race specific versions.

I am working out new changes that should be out tomorrow (crosses fingers for a good healthy day of work) that will solve many of these issues. As always, thank you for your patience and criticism :D


Commentatorhttps://www.youtube.com/JaKaTaKtv
King of Town
Profile Joined November 2010
Netherlands26 Posts
June 19 2012 09:37 GMT
#400
On June 19 2012 08:23 JaKaTaK wrote:
@King of Town
I agree with the point of consistency for random players. We will make changes for consistency when we release the race specific versions.

I am working out new changes that should be out tomorrow (crosses fingers for a good healthy day of work) that will solve many of these issues. As always, thank you for your patience and criticism :D


I'm not talking about random though, within 1 race you can also make commands more intuitive.
I'll check your new setup when I get the chance, and see if I can illustrate my point.

Keep it up!!
Prev 1 18 19 20 21 22 432 Next
Please log in or register to reply.
Live Events Refresh
The PiG Daily
22:00
Best Games of SC
Solar vs ByuN
MaxPax vs Solar
Rogue vs Percival
Cure vs Solar
herO vs Solar
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 250
Nina 170
ProTech120
StarCraft: Brood War
Leta 158
Noble 98
Nal_rA 36
Bale 16
sSak 15
Dota 2
NeuroSwarm234
Other Games
ViBE151
Mew2King29
Organizations
Other Games
gamesdonequick747
Dota 2
PGL Dota 2 - Main Stream152
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo1460
Other Games
• Scarra637
Upcoming Events
RSL Revival
5h 4m
herO vs MaxPax
Rogue vs TriGGeR
BSL
15h 4m
Replay Cast
19h 4m
Replay Cast
1d 4h
Afreeca Starleague
1d 5h
Sharp vs Scan
Rain vs Mong
Wardi Open
1d 7h
Monday Night Weeklies
1d 12h
Sparkling Tuna Cup
2 days
Afreeca Starleague
2 days
Soulkey vs Ample
JyJ vs sSak
Replay Cast
3 days
[ Show More ]
Afreeca Starleague
3 days
hero vs YSC
Larva vs Shine
Kung Fu Cup
3 days
Replay Cast
3 days
KCM Race Survival
4 days
The PondCast
4 days
WardiTV Team League
4 days
Replay Cast
4 days
WardiTV Team League
5 days
RSL Revival
6 days
Cure vs Zoun
WardiTV Team League
6 days
BSL
6 days
Liquipedia Results

Completed

Jeongseon Sooper Cup
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
BSL Season 22
CSL Elite League 2026
RSL Revival: Season 4
Nations Cup 2026
NationLESS Cup
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

ASL Season 21
Acropolis #4 - TS6
2026 Changsha Offline CUP
CSL 2026 SPRING (S20)
CSL Season 20: Qualifier 1
Acropolis #4
IPSL Spring 2026
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.