• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 17:21
CEST 23:21
KST 06:21
  • 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
Serral wins HomeStory Cup 2914Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
SC4ALL II announced - $10,000 prize pool, Dec 5-63PIG STY FESTIVAL 8.0! (13 - 23 August)8Neeb returns to progaming; rejoins ONSYDE15Weekly Cups (July 20-26): Early returns on 5.0.16b8IntoTheTV X SOOP SC2 League : Weekly & Monthly5
StarCraft 2
General
Life's Huge Gambling Spree After IEM Katowice 2014 Neeb returns to progaming; rejoins ONSYDE SC4ALL II: StarCraft 2 Player Announcement 1/8 Balance hotfix patch 5.0.16b (July 16) Clem: "I don't have that much hope in Blizzard"
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament SC4ALL II announced - $10,000 prize pool, Dec 5-6 PIG STY FESTIVAL 8.0! (13 - 23 August) IntoTheTV X SOOP SC2 League : Weekly & Monthly Crank Gathers Season 4: BW vs SC2 Team League
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 536 Railroad Switch The PondCast: SC2 News & Results Mutation # 535 Assembly of Vengeance Mutation # 534 Burning Evacuation
Brood War
General
ASL22 General Discussion Making an Online Broodwar Manager Game BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion BW Drama: Terror's Debt Incident + C9 disbanding
Tourneys
2v2v2v2 Tournament Escore Tournament - Season 3 [Megathread] Daily Proleagues BSL LAN Party - Kraków 29-30 August - OPEN SIGNUPS
Strategy
Simple Questions, Simple Answers Fighting Spirit mining rates Odyssey Mineral Stack Saturation PvT advise for noobs
Other Games
General Games
Stormgate/Frost Giant Megathread Beyond All Reason Nintendo Switch Thread Path of Exile ZeroSpace Early Access is Now Live!
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
European Politico-economics QA Mega-thread Russo-Ukrainian War Thread Artificial Intelligence Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine
Fan Clubs
The Scarlett Fan Club The IdrA Fan Club The HerO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread Series you have seen recently... [Req][Books] Good Fantasy/SciFi books
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion MLB/Baseball 2023 McBoner: A hockey love story
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
Northern Ireland Global Starcraft The Automated Ban List
Blogs
What is a Gamer?
TrAiDoS
Hello guys!
LIN1s
ASL S22 English Commentary…
namkraft
Poker (part 2)
Nebuchad
An Exploration of th…
waywardstrategy
Customize Sidebar...

Website Feedback

Closed Threads



Active: 3770 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
Next event in 2h 40m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 375
NeuroSwarm 239
SpeCial 4
StarCraft: Brood War
NaDa 43
Dota 2
Gorgc9707
LuMiX0
League of Legends
Doublelift4311
JimRising 235
Counter-Strike
minikerr114
Heroes of the Storm
Liquid`Hasu488
Other Games
gofns8176
tarik_tv2221
Mlord1048
B2W.Neo608
TKL 314
ToD255
XaKoH 123
Livibee62
Organizations
Other Games
gamesdonequick1094
angryscii19
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 17 non-featured ]
StarCraft 2
• Hupsaiya 57
• davetesta29
• RyuSc2 6
• IndyKCrew
• intothetv
• Kozan
• AfreecaTV YouTube
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• FirePhoenix16
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• Noizen67
League of Legends
• Shiphtur479
Other Games
• tFFMrPink 15
Upcoming Events
PiG Sty Festival
2h 40m
Afreeca Starleague
6h 40m
RSL Revival
11h 40m
Clem vs Serral
herO vs Rogue
WardiTV Summer Champion…
14h 40m
WardiTV Weekly
1d 13h
Sparkling Tuna Cup
2 days
PiGosaur Cup
3 days
Replay Cast
3 days
Kung Fu Cup
3 days
Replay Cast
4 days
[ Show More ]
The PondCast
4 days
Replay Cast
5 days
IntoTheTV X SOOP
5 days
RSL Revival
6 days
Liquipedia Results

Completed

Escore Tournament S3: W5
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

CSL 2026 Summer (S21)
KCM Race Survival 2026 Season 3
ASL Season 22: Qualifier #1
RSL Revival: Season 6
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026

Upcoming

ASL Season 22: Qualifier #2
K-JUNGMAN
Acropolis #5
Escore Tournament S3: W6
Escore Tournament S3: W7
Escore Tournament S3: W8
CSLAN 4
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
PiG Sty Festival 8.0
Thunderpick World Champ.
ESL Pro League Season 24
Stake Ranked Episode 4
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
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.