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[G] TheCore - Advanced Keyboard Layout - Page 214

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 212 213 214 215 216 432 Next
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
Last Edited: 2013-05-03 20:10:05
May 03 2013 20:09 GMT
#4261




Commentatorhttps://www.youtube.com/JaKaTaKtv
Ninjury_J
Profile Joined August 2012
Canada408 Posts
May 03 2013 20:12 GMT
#4262
Ohh you beat me to the punch. Was just about to do that :p
“The supreme art of war is to subdue the enemy without fighting."- Sun Tzu
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
May 03 2013 20:13 GMT
#4263
gg ninjury... gg
Commentatorhttps://www.youtube.com/JaKaTaKtv
Mar_1910
Profile Joined October 2012
Poland22 Posts
May 03 2013 20:24 GMT
#4264
Thx, but I didnt heard about the advatages for change /. Subgrup i think was better on / then now like enter or mouse button (with mouse button i am loosing micro precision).
I am pressing subgrup very often during game and new TheCore 0.7 i see that recomandation to have CG with diffrent buildings.

What was the idea for changing from / and where is advantage of it?
Snoodles
Profile Joined March 2012
401 Posts
May 03 2013 21:51 GMT
#4265
On May 04 2013 05:24 Mar_1910 wrote:
Thx, but I didnt heard about the advatages for change /. Subgrup i think was better on / then now like enter or mouse button (with mouse button i am loosing micro precision).
I am pressing subgrup very often during game and new TheCore 0.7 i see that recomandation to have CG with diffrent buildings.

What was the idea for changing from / and where is advantage of it?



I use [enter] as subgroup now. It works for me, but I guess it depends on the size/shape of your hand. I don't mind abilities on slash because it feels kind of like a "trigger" button now.
Antylamon
Profile Joined March 2011
United States1981 Posts
May 03 2013 21:57 GMT
#4266
Quick question, in what situations is stop useful? I'm sure we've gone over it before, but I can't search the entire thread. :/
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
May 03 2013 22:28 GMT
#4267
stop is useful for stutter step micro and for defending army units. Ex. If you are moving a group of vikings and need to go away to respond to a drop, the best possible action is often stop. If you use hold position they will not engage on any units that get close to them, so the opposing air forces can easily pick them off one by one, even when they would have won the battle were they on stop.

Its obscure as fuck, but We didn't want to sacrifice any functionality.
Commentatorhttps://www.youtube.com/JaKaTaKtv
Mar_1910
Profile Joined October 2012
Poland22 Posts
May 03 2013 23:10 GMT
#4268
Thanks, I will check enter, i tried one game a it was fine. Thx.
Isidor
Profile Joined February 2012
Sweden5 Posts
May 04 2013 12:05 GMT
#4269
On May 04 2013 07:28 JaKaTaK wrote:
stop is useful for stutter step micro..


Isn't hold position better for stutter step micro, or is there even a difference between using the two?
Que sera sera
CursedFeanor
Profile Joined August 2010
Canada539 Posts
May 04 2013 12:15 GMT
#4270
On May 04 2013 21:05 Isidor wrote:
Show nested quote +
On May 04 2013 07:28 JaKaTaK wrote:
stop is useful for stutter step micro..


Isn't hold position better for stutter step micro, or is there even a difference between using the two?


attack --> move --> attack
that's the best method for stutter step micro, not hold (or stop).
Borskey
Profile Joined February 2012
160 Posts
May 04 2013 14:16 GMT
#4271
On May 04 2013 21:15 CursedFeanor wrote:
attack --> move --> attack
that's the best method for stutter step micro, not hold (or stop).


Not true- there's times where it is objectively better to use hold/stop.

Go into a unit tester and practice stutter stepping with a banshee against marines. If you attack->move-attack->move you'll see that your banshee makes wide slow turns when you issue the attack command, which gives the marines more time to shoot it. If you move->hold->move->hold your banshee will stop and turn around very quickly, which gives the marines less time to get shots off.

Doing it with stop is also mechanically easier and faster as it is less clicking and mouse movement (rightclick->K-rightclick->K for stop/hold vs rightclick->J->MoveMouse->LeftClick->MoveMouse->RightClick->J->MoveMouse->LeftClick, but that's a minor issue.
Smurfeus
Profile Joined September 2010
United Kingdom2 Posts
May 04 2013 15:03 GMT
#4272
Thanks for making this, I'm just getting back into SC2 and want to use this, however I'm having a problem with some of the Ctrl +Shift hotkeys. When I'm trying to make a control group, using ctrl+shift+k for example, it doesn't work. However, left ctrl+shift+k works.

So I went into the hotkey editor to test it out and when I pressed right ctrl+shift+k it just appears as ctrl+shift. So I tested more combinations and right ctrl+shift works apart from with the middle row of my keyboard i.e. from a to ' (even more bizarrely right ctrl+shift+# works). A similar problem also occurs with ctrl+alt, which I tested looking for an alternative.

Has anyone else had this problem or have any ideas how to resolve it?
Borskey
Profile Joined February 2012
160 Posts
Last Edited: 2013-05-04 15:11:06
May 04 2013 15:05 GMT
#4273
On May 05 2013 00:03 Smurfeus wrote:
Thanks for making this, I'm just getting back into SC2 and want to use this, however I'm having a problem with some of the Ctrl +Shift hotkeys. When I'm trying to make a control group, using ctrl+shift+k for example, it doesn't work. However, left ctrl+shift+k works.

So I went into the hotkey editor to test it out and when I pressed right ctrl+shift+k it just appears as ctrl+shift. So I tested more combinations and right ctrl+shift works apart from with the middle row of my keyboard i.e. from a to ' (even more bizarrely right ctrl+shift+# works). A similar problem also occurs with ctrl+alt, which I tested looking for an alternative.

Has anyone else had this problem or have any ideas how to resolve it?


Probably a problem with your keyboard. Some don't register certain combinations of three or more keys.

As a little demonstration of that: try holding down both shift keys and typing the alphabet.

You would normally expect to see:
ABCDEFGHIJKLMNOPQRSTUVWXYZ

What I get:
BCEGHIMNOPQRUVWXZ

Fortunately for me, ctrl+shift+whatever all works for the control groups for me, so I have no issues with this keyboard.

So- maybe try a different keyboard? Or, if ctrl+shift+K is the only example of something screwed up for you, try moving it onto ctrl+shift+M (I'm assuming you're playing ZRM)
CursedFeanor
Profile Joined August 2010
Canada539 Posts
May 04 2013 16:49 GMT
#4274
On May 04 2013 23:16 Borskey wrote:
Show nested quote +
On May 04 2013 21:15 CursedFeanor wrote:
attack --> move --> attack
that's the best method for stutter step micro, not hold (or stop).


Not true- there's times where it is objectively better to use hold/stop.

Go into a unit tester and practice stutter stepping with a banshee against marines. If you attack->move-attack->move you'll see that your banshee makes wide slow turns when you issue the attack command, which gives the marines more time to shoot it. If you move->hold->move->hold your banshee will stop and turn around very quickly, which gives the marines less time to get shots off.

Doing it with stop is also mechanically easier and faster as it is less clicking and mouse movement (rightclick->K-rightclick->K for stop/hold vs rightclick->J->MoveMouse->LeftClick->MoveMouse->RightClick->J->MoveMouse->LeftClick, but that's a minor issue.


In my head, banshee micro is not called "stutter step micro", so I was talking about marines/marauders stutter step, which is arguably more common and important. In this case, the attack/move is superior because it allows the units not in firing range to keep moving towards the target while the others are attacking. You also get the benefit of easily sniping specific targets, which can't be done with stop command. I know it is slightly more difficult to execute : I was using stop/move before. But once you get fast enough, it doesn't matter and the advantage you gain is more important.
Vanngar
Profile Joined May 2013
United States30 Posts
Last Edited: 2013-05-04 17:13:22
May 04 2013 17:12 GMT
#4275
Doesn't it depend on the polarity you're moving towards? If you're moving away from enemies then Attack Move will cause your out-of-range units to keep moving, which might be good if you're trying to split against splash, but not if you want to keep a ball.
Borskey
Profile Joined February 2012
160 Posts
May 04 2013 17:58 GMT
#4276
On May 05 2013 02:12 Vanngar wrote:
Doesn't it depend on the polarity you're moving towards? If you're moving away from enemies then Attack Move will cause your out-of-range units to keep moving, which might be good if you're trying to split against splash, but not if you want to keep a ball.


You rightclick away from your opponent, then attack-move towards them, then rightclick away, then attack move towards them, etc
Antylamon
Profile Joined March 2011
United States1981 Posts
Last Edited: 2013-05-04 19:47:38
May 04 2013 19:47 GMT
#4277
On May 05 2013 00:03 Smurfeus wrote:
Thanks for making this, I'm just getting back into SC2 and want to use this, however I'm having a problem with some of the Ctrl +Shift hotkeys. When I'm trying to make a control group, using ctrl+shift+k for example, it doesn't work. However, left ctrl+shift+k works.

So I went into the hotkey editor to test it out and when I pressed right ctrl+shift+k it just appears as ctrl+shift. So I tested more combinations and right ctrl+shift works apart from with the middle row of my keyboard i.e. from a to ' (even more bizarrely right ctrl+shift+# works). A similar problem also occurs with ctrl+alt, which I tested looking for an alternative.

Has anyone else had this problem or have any ideas how to resolve it?

I thought K wasn't a control group at all... are you using large?

If I recall correctly, all control groups are supposed to be accessed with the index and ring fingers, while all commands besides build commands are on the pinky and ring fingers.
Borskey
Profile Joined February 2012
160 Posts
May 04 2013 23:41 GMT
#4278
On May 05 2013 04:47 Antylamon wrote:

I thought K wasn't a control group at all... are you using large?

If I recall correctly, all control groups are supposed to be accessed with the index and ring fingers, while all commands besides build commands are on the pinky and ring fingers.


The "inject control group" for Zerg layouts is the only exception- it's still accessed by the index finger, but if you want to create/add to the group it goes on K (since the group itself is on shift+P which would conflict with the regular P control group)
rebelsaint
Profile Joined June 2011
United States24 Posts
May 05 2013 02:19 GMT
#4279
Regarding the Zerg control groups for hatches and inject queens, I have changed my add to hatchery group to be Alt-O (ZRL layout). This way I can immediately set the camera location to the hatchery when I add it. Alt-O-J adds my main hatch and sets my first camera all at once. Alt-O-K for my natural, etc. To reset the group if I ever have to, I picked Ctrl-"." but I never use it and it could probably be anything you wanted. I don't ever accidentally add anything to that group because I have to hit Alt to do so.

Inject queens I moved to CTRL-O.
lailaiwd
Profile Joined October 2012
United States65 Posts
May 05 2013 09:39 GMT
#4280
Dear Jak, I just started using the Core and have some questions about the control groups. Right now I have command centers on K and Production on L. My army units are on I,O, and P. I use 8 for upgrades and 9 and 0 for drops. When I tap through these buttons it feels a bit weird though. What do you suggest that I change? I play terran by the way.
In Mvp I trust.
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