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[G] TheCore - Advanced Keyboard Layout - Page 216

Forum Index > StarCraft 2 Strategy
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lailaiwd
Profile Joined October 2012
United States65 Posts
May 06 2013 04:44 GMT
#4301
I'm a little confused about the key [, on the Core document for TRL, this key is listed as both a control group and as the cancel command. In the game, it is actually the cancel command.
In Mvp I trust.
Borskey
Profile Joined February 2012
160 Posts
May 06 2013 05:05 GMT
#4302
Is there a way to make it so the scrollwheel doesn't zoom in and out?
My wheel is a little screwy, and frequently when I middleclick (to drag scroll) it zooms in. Changing "zoom in" and "zoom out" in SC2 doesn't stop mousewheel scroll. I know zoom helps find observers, but I'd rather have it on different buttons and

If there's not a way to change the behavior in SC2, I can always change what my scrollwheel does using a program. I'd rather not have to do that though, as that would be hassle to turn on and off every time I played.
Ninjury_J
Profile Joined August 2012
Canada408 Posts
May 06 2013 05:28 GMT
#4303
I think there is a way, my mouse does not zoom for example.
“The supreme art of war is to subdue the enemy without fighting."- Sun Tzu
Lobotomist
Profile Joined May 2010
United States1541 Posts
May 06 2013 08:15 GMT
#4304
Finally getting used to the new creep spread mechanic and it's pretty sick. It seems like there's an optimal number of creep tumors per creep "path", after which the creep spreads to it's max range before the tumors are cooled down. Also, once you get quite a few, the time it takes to spread "path" gets higher for no benefit. I'd say this number is about 4 tumors.
Teching to hive too quickly isn't just a risk: it's an ultrarisk
Kalma
Profile Joined January 2012
16 Posts
May 06 2013 08:59 GMT
#4305
@Borskey Options/Controls uncheck Enable Mouse Wheel Zoom
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
May 06 2013 15:24 GMT
#4306
On May 06 2013 17:15 Lobotomist wrote:
Finally getting used to the new creep spread mechanic and it's pretty sick. It seems like there's an optimal number of creep tumors per creep "path", after which the creep spreads to it's max range before the tumors are cooled down. Also, once you get quite a few, the time it takes to spread "path" gets higher for no benefit. I'd say this number is about 4 tumors.


Woah, I didn't even think of that. Sick find Lobotomist.
Commentatorhttps://www.youtube.com/JaKaTaKtv
Garnet
Profile Blog Joined February 2006
Vietnam9035 Posts
May 06 2013 15:31 GMT
#4307
still no convenient way to hotkey individual hatcheries?
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
May 06 2013 15:32 GMT
#4308
@Garnet
There's always been a convenient way to hotkey individual hatcheries. What do you mean?
Commentatorhttps://www.youtube.com/JaKaTaKtv
Garnet
Profile Blog Joined February 2006
Vietnam9035 Posts
May 06 2013 15:34 GMT
#4309
What exactly is "layered cameras"?
JDub
Profile Joined December 2010
United States976 Posts
May 06 2013 15:49 GMT
#4310
On May 07 2013 00:34 Garnet wrote:
What exactly is "layered cameras"?

When we say "layered camera", we just mean a camera that is set and access using a modifier key (e.g. the 6 layered cameras are set with alt+key and recalled with shift+key), as opposed to a "free camera" which is a camera that is recalled without a modifier key.

The camera is "layered" in the sense that the same keys will have multiple layers of functionality (both CGs and cameras) due to the use of different modifiers. For example, in RRM, the P key has layered functionality like so:

P - Recall control group
Ctrl+P - Add to control group
Shift+P - Recall camera
Control+Shift+P - Reset control group
Alt+P - Set camera

On May 07 2013 00:31 Garnet wrote:
still no convenient way to hotkey individual hatcheries?

You have 10 easy to access CGs, and you can use them however you want. If that includes using CGs for individual hatcheries, you can do that no problem.
Garnet
Profile Blog Joined February 2006
Vietnam9035 Posts
May 06 2013 15:57 GMT
#4311
Thanks for the answers, I have another question: when will you update the visual aids to version 0.7 (currently they're 0.5)? or can I just use the 0.5 visual aids for 0.7?
Ninjury_J
Profile Joined August 2012
Canada408 Posts
May 06 2013 16:15 GMT
#4312
The 0.5 ones are out of date. I don't know the ETA of 0.7 visuals. There is something in the works called "TheCore Visualizer" (or something like that) which is an interactive tool to help one learn and remember keys.
“The supreme art of war is to subdue the enemy without fighting."- Sun Tzu
Garnet
Profile Blog Joined February 2006
Vietnam9035 Posts
May 06 2013 16:27 GMT
#4313
I still don't understand this table:

[image loading]

does that mean if I use P for hatchery, I should use O for my inject queens and [ for vipers etc.?

but why on the set up I downloaded (RRL), the control groups are O, I, 0, L, K, 9, 8, P, -, ,

and [ actually conflicts with the key for cancel.
thayneq
Profile Joined March 2013
96 Posts
May 06 2013 16:28 GMT
#4314
On May 07 2013 00:24 JaKaTaK wrote:
Show nested quote +
On May 06 2013 17:15 Lobotomist wrote:
Finally getting used to the new creep spread mechanic and it's pretty sick. It seems like there's an optimal number of creep tumors per creep "path", after which the creep spreads to it's max range before the tumors are cooled down. Also, once you get quite a few, the time it takes to spread "path" gets higher for no benefit. I'd say this number is about 4 tumors.


Woah, I didn't even think of that. Sick find Lobotomist.


If I remember correctly from another thread on TL, the "ideal" number of tumors is 3. 1 tumor gets to ~40-50% spread in one cool down, 2 gets 90%, 3+ gets 100%.

However one thing to remember is that having redundant tumors makes it much harder for an opponent to slow down your spread. I always just make as many tumors as I can and always keep some redundant "master" tumors alive throughout my paths so it's easy to recover if the ones in the front die off. Depending on who you're playing, they may not even try to kill your tumors, so in that case I spread creep all the way to their bases and only stop when I have the coverage I need. Once you become efficient at spreading creep, it doesn't slow you down much at all to spread 10+ rumors in one path vs 3, especially if you use the recently discovered key-ability-repeat-machine-gun-spam-of-awesomeness method (for lack of a better term).
Lobotomist
Profile Joined May 2010
United States1541 Posts
May 06 2013 16:59 GMT
#4315
On May 07 2013 01:28 thayneq wrote:
Show nested quote +
On May 07 2013 00:24 JaKaTaK wrote:
On May 06 2013 17:15 Lobotomist wrote:
Finally getting used to the new creep spread mechanic and it's pretty sick. It seems like there's an optimal number of creep tumors per creep "path", after which the creep spreads to it's max range before the tumors are cooled down. Also, once you get quite a few, the time it takes to spread "path" gets higher for no benefit. I'd say this number is about 4 tumors.


Woah, I didn't even think of that. Sick find Lobotomist.


If I remember correctly from another thread on TL, the "ideal" number of tumors is 3. 1 tumor gets to ~40-50% spread in one cool down, 2 gets 90%, 3+ gets 100%.

However one thing to remember is that having redundant tumors makes it much harder for an opponent to slow down your spread. I always just make as many tumors as I can and always keep some redundant "master" tumors alive throughout my paths so it's easy to recover if the ones in the front die off. Depending on who you're playing, they may not even try to kill your tumors, so in that case I spread creep all the way to their bases and only stop when I have the coverage I need. Once you become efficient at spreading creep, it doesn't slow you down much at all to spread 10+ rumors in one path vs 3, especially if you use the recently discovered key-ability-repeat-machine-gun-spam-of-awesomeness method (for lack of a better term).
Redundant rumors are definitely good for restarting your creep spread, and if you're trying to spread up the middle of a big map you may want a bunch (10+). In certain scenarios it's good to have an idea of the minimum optimal numbers of tumors, for example, if you've only got one creep spread queen on a map with lots of paths like cloud kingdom.
Teching to hive too quickly isn't just a risk: it's an ultrarisk
Sreka
Profile Joined May 2011
France114 Posts
Last Edited: 2013-05-06 17:59:46
May 06 2013 17:59 GMT
#4316
"if you use the recently discovered key-ability-repeat-machine-gun-spam-of-awesomeness method (for lack of a better term)."

You got my attention. What are you refeering to ?
Antylamon
Profile Joined March 2011
United States1981 Posts
Last Edited: 2013-05-06 20:09:12
May 06 2013 20:03 GMT
#4317
On May 07 2013 02:59 Sreka wrote:
"if you use the recently discovered key-ability-repeat-machine-gun-spam-of-awesomeness method (for lack of a better term)."

You got my attention. What are you refeering to ?

It was brought up 6 pages ago (I figured out Nick plans on using it in Fleet Keys), but it was deemed too risky to be utilized in TheCore due to potential complications involving Blizzard bans and tournament disqualifications. It's not that it's against the ToS or any tournament rules, but that it can easily be mistaken for the Infested Terran scroll wheel exploit using a third-party program called SharpKeys.

Plus, it's only useful for a select few abilities including Snipe, IT, and MULEs. If you use it with an ability like Contaminate, PDD, or even Chrono, it just wastes all your energy.

Explanation:
On May 01 2013 05:44 Borskey wrote:
Show nested quote +
On May 01 2013 05:26 JaKaTaK wrote:
this rapid fire command seems like it would go against the Blizzard ToS. Unless its something blizzard is developing... will you please explain this wizardry Mr. Nick?


It involved making an alternate bind for left click. You can do it right through the blizzard hotkey system.

Under UI Management, find "Choose ability or A.I Target". Normally, this is bound to Left Click. If you bind it to a key, it does the same thing as left clicking at your keyboard's refresh rate.

For example, set the alternate bind to "/", which is the same as Snipe in TRM. Then, if you hold / down with your ghosts selected, it's like spam clicking while holding your snipe button. It's kind of abusive, to the point where even though it's technically something built into their hotkey system I doubt they'd want people using it that way.

It also works with infested terran.
Lucifinil
Profile Joined May 2013
China2 Posts
May 06 2013 20:31 GMT
#4318
I've tried the US qwerty PRS beta hotkeys, but there are some unbind keys.
Borskey
Profile Joined February 2012
160 Posts
Last Edited: 2013-05-06 21:41:53
May 06 2013 21:32 GMT
#4319
On May 07 2013 01:27 Garnet wrote:
I still don't understand this table:

[image loading]

does that mean if I use P for hatchery, I should use O for my inject queens and [ for vipers etc.?

but why on the set up I downloaded (RRL), the control groups are O, I, 0, L, K, 9, 8, P, -, ,

and [ actually conflicts with the key for cancel.



You're looking at the keys for people with Medium layouts. Since you have large, just shift all the keys one over to the left (Ie, the RRM "P" becomes "O", ";" becomes "L", etc)

It looks like columns for RRL and RRS are a little screwy, so just read from the medium column (which is the one with hatches on P and queens on O) and shift everything one key over.

And- if you play Zerg more than the other races I highly reccomend using the Zerg layout, since the way injects are done in it is pretty amazing.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
May 07 2013 01:14 GMT
#4320
I fucked up the columns for large and small hands!!!

So sorry. The shit gets screwy and backwards in my head sometimes. I'm going to go over it tomorrow with a fine tooth comb and make sure everything gets fixed. Sorry again.
Commentatorhttps://www.youtube.com/JaKaTaKtv
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