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[G] TheCore - Advanced Keyboard Layout - Page 218

Forum Index > StarCraft 2 Strategy
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JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
May 08 2013 14:55 GMT
#4341
Fixed the OP, thanks

Concerning Nydus, I haven't had a chance to get too deep into that analysis personally. Anyone have ideas?
Commentatorhttps://www.youtube.com/JaKaTaKtv
CursedFeanor
Profile Joined August 2010
Canada539 Posts
May 08 2013 15:27 GMT
#4342
Here's a little suggestion (v.0.7 TRM)

Wouldn't it make sense to swap the keys for the raven's seeker missile and autoturret? I feel like this is a vestige of WoL, since seeker missile was basically never used, but in the HotS metagame, it is far more valuable and common than autoturret. Hence, seeker missile should be on the easiest key : I and autoturret on H. Otherwise, I'd love to hear your rationale on this design choice.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
May 08 2013 16:10 GMT
#4343
The issue is we can't take the meta game into account. The more expensive skills are low in priority than the less expensive skills. If we were to go with the shifts of the meta game, we'd have to keep changing the hotkeys for every little strategic innovation.
Commentatorhttps://www.youtube.com/JaKaTaKtv
Ninjury_J
Profile Joined August 2012
Canada408 Posts
Last Edited: 2013-05-08 17:56:14
May 08 2013 17:37 GMT
#4344
To be fair, we didn't follow that scheme with the infestor. In fact, I'm not sure the logic we originally used is sound. The original choice was metagamish, since fungal was so important. Now, I'm not sure sure it deserves to break the energy-priority relation. Of course I'd only advocate changing the two if its the better choice, but IF its the better choice, it also allows us to make unburrow better (on E I from Z /). What does everyone think of this?

“The supreme art of war is to subdue the enemy without fighting."- Sun Tzu
Borskey
Profile Joined February 2012
160 Posts
May 09 2013 01:43 GMT
#4345
I've mentioned before that I moved my pool from ; to [ so that its easier to scout around with a small group of lings early game (no centering on your pool when doubletapping).

I think I'm going to do the same with the infestation pit, as I've had several times where I've just gotten out like two infestors, and I want to move the cam to them, and it goes to my pit instead. I'm probably going to put it on = (with swarmhosts).
Ninjury_J
Profile Joined August 2012
Canada408 Posts
May 09 2013 01:55 GMT
#4346
Hm. I'm starting to be convinced that upgrades should be on their own or with queens again...
“The supreme art of war is to subdue the enemy without fighting."- Sun Tzu
Borskey
Profile Joined February 2012
160 Posts
Last Edited: 2013-05-09 02:18:30
May 09 2013 02:16 GMT
#4347
Oooh, putting two upgrade buildings with the inject queens sounds pretty nice actually. No "camera centering" issues, since you never doubletap your queen group anyways.

I say two buildings, because if you have 3 different things in one controlgroup then you're only one "next/previous subgroup" button away from both buildings.

Definitely going to be putting infestation pit on shift+P from now on.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
May 09 2013 02:17 GMT
#4348
I think we just need to go over the buildings again and see where they wouldn't cause conflicts. Maybe there aren't any areas and they have to go back, but its worth another look IMO.
Commentatorhttps://www.youtube.com/JaKaTaKtv
Ninjury_J
Profile Joined August 2012
Canada408 Posts
May 09 2013 05:16 GMT
#4349
We can look, but it is always possible to have less than 4 units in any group, and therefore have conflicts.
“The supreme art of war is to subdue the enemy without fighting."- Sun Tzu
Borskey
Profile Joined February 2012
160 Posts
Last Edited: 2013-05-09 06:36:53
May 09 2013 06:32 GMT
#4350
But there's some groups where it's likely to happen, and some where it pretty much never happens.

For me, it's happened several times with lings, infestors, and banelings. I don't think I've ever had it happen with mutas or roach/hydra, as I've always had enough when doubletapping those keys.

(BTW, I've decided on what buildings I'll be putting with the queens- infestation pit and baneling nest. I'll keep my pool on [ with the ovies and evochambers).

(Also- when I get vipers I overwrite everything on the [ group, so it's just vipers. That's another group where I think camera centering could be an issue. I've very rarely made vipers though)
Lobotomist
Profile Joined May 2010
United States1541 Posts
May 09 2013 19:26 GMT
#4351
On May 09 2013 15:32 Borskey wrote:
But there's some groups where it's likely to happen, and some where it pretty much never happens.

For me, it's happened several times with lings, infestors, and banelings. I don't think I've ever had it happen with mutas or roach/hydra, as I've always had enough when doubletapping those keys.

(BTW, I've decided on what buildings I'll be putting with the queens- infestation pit and baneling nest. I'll keep my pool on [ with the ovies and evochambers).

(Also- when I get vipers I overwrite everything on the [ group, so it's just vipers. That's another group where I think camera centering could be an issue. I've very rarely made vipers though)
Personally I've ditched putting buildings which aren't spire/evos on unit CGs. I don't feel that you need to have your spawning pool hotkeyed all game (where it has the possibility to screw your centering up) when you're only going to use it twice.
Teching to hive too quickly isn't just a risk: it's an ultrarisk
JDub
Profile Joined December 2010
United States976 Posts
May 09 2013 19:37 GMT
#4352
On May 10 2013 04:26 Lobotomist wrote:
Show nested quote +
On May 09 2013 15:32 Borskey wrote:
But there's some groups where it's likely to happen, and some where it pretty much never happens.

For me, it's happened several times with lings, infestors, and banelings. I don't think I've ever had it happen with mutas or roach/hydra, as I've always had enough when doubletapping those keys.

(BTW, I've decided on what buildings I'll be putting with the queens- infestation pit and baneling nest. I'll keep my pool on [ with the ovies and evochambers).

(Also- when I get vipers I overwrite everything on the [ group, so it's just vipers. That's another group where I think camera centering could be an issue. I've very rarely made vipers though)
Personally I've ditched putting buildings which aren't spire/evos on unit CGs. I don't feel that you need to have your spawning pool hotkeyed all game (where it has the possibility to screw your centering up) when you're only going to use it twice.

Yeah, I have stuck with hatches/evos/spire on P, and not hotkeying spawning pool, roach warren, hydra den, etc. I only ever need to do upgrades on those buildings once or twice, so I don't see the need to hotkey them.
turboPasqual
Profile Joined December 2010
Germany21 Posts
May 09 2013 20:06 GMT
#4353
On May 10 2013 04:37 JDub wrote:
Yeah, I have stuck with hatches/evos/spire on P, and not hotkeying spawning pool, roach warren, hydra den, etc. I only ever need to do upgrades on those buildings once or twice, so I don't see the need to hotkey them.


I was thinking nearly the same these days but still could not test it. Anyway I am thinking about putting evo and spire in the queen group instead of hatch group. I think to remember that there could be a problem when you have just an upgraded hatch (and no normal hatches) left, the other buildings get prioritized.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
May 09 2013 20:27 GMT
#4354
As this probably doesn't warrant a thread of its own (maybe it does?) and you all are very much into optimization. I'd be interested in what you think about settings:




Commentatorhttps://www.youtube.com/JaKaTaKtv
fengshaun
Profile Joined April 2012
149 Posts
May 09 2013 20:57 GMT
#4355
On May 10 2013 04:26 Lobotomist wrote:
Personally I've ditched putting buildings which aren't spire/evos on unit CGs. I don't feel that you need to have your spawning pool hotkeyed all game (where it has the possibility to screw your centering up) when you're only going to use it twice.


Same deal here, I only hotkey evo and spire!
sil0r
Profile Joined March 2013
Germany43 Posts
May 09 2013 21:26 GMT
#4356
@Jak
What do you think about movement sounds? I saw you have it set to Move & Turn. I think it's of no use.
I played around with the sound settings and find Response Sounds quite nice. It helps me to get into rhythm e.g. building workers, hard to explain.
The more senses you use for learning the more effective it is. I'll stick to my guns and let my peasants talk to me :D
The early third hatches the drone
CursedFeanor
Profile Joined August 2010
Canada539 Posts
May 09 2013 21:49 GMT
#4357
@Jak
There's only one thing that I disagree with and it's the repeat delay (in keyboard settings). I tried the shortest possible and had some problems in-game, especially when I was taping my macro CGs while having my cam on my army. It sometimes would consider my tap as double-tap and bring the camera to my base while I absolutely did not intend to (even lost a game to this). So I keep the setting at the 2nd shortest and it solved the problem. It just means I never double-tap anything unless I want to.

I know one could probably get used to the shortest delay, but the risk of using it (loosing a game straight up) far outweighs the benefit of the fraction of a second you save when spamming unit production.

I'd also argue, as sil0r pointed out, that some sound notifications can be useful for auditive people. It's more of a preference thing.
Mantisdolphin
Profile Joined May 2011
United States29 Posts
May 09 2013 22:58 GMT
#4358
Am I really supposed to hit both shift and ctrl with my thumb (using TRM layout)?

I'm a touch typist trained on QWERTY with home-rows "asdf" and "jkl;" and learning this layout is really scrambling my neural net.
"All that is not pattern is noise--the only possible source of new information." - Gregory Bateson
Antylamon
Profile Joined March 2011
United States1981 Posts
Last Edited: 2013-05-09 23:50:38
May 09 2013 23:35 GMT
#4359
On May 10 2013 07:58 Mantisdolphin wrote:
Am I really supposed to hit both shift and ctrl with my thumb (using TRM layout)?

I'm a touch typist trained on QWERTY with home-rows "asdf" and "jkl;" and learning this layout is really scrambling my neural net.


Yes, on every layout. Ctrl is hit with the thumb's knuckle and Shift with the.. uh... side of the thumb? I wouldn't describe it as the tip.

On May 10 2013 06:49 CursedFeanor wrote:
@Jak
There's only one thing that I disagree with and it's the repeat delay (in keyboard settings). I tried the shortest possible and had some problems in-game, especially when I was taping my macro CGs while having my cam on my army. It sometimes would consider my tap as double-tap and bring the camera to my base while I absolutely did not intend to (even lost a game to this). So I keep the setting at the 2nd shortest and it solved the problem. It just means I never double-tap anything unless I want to.

I know one could probably get used to the shortest delay, but the risk of using it (loosing a game straight up) far outweighs the benefit of the fraction of a second you save when spamming unit production.

That never happens to me and I've used shortest delay for a few months.
Lobotomist
Profile Joined May 2010
United States1541 Posts
Last Edited: 2013-05-10 00:02:43
May 09 2013 23:55 GMT
#4360
On May 10 2013 07:58 Mantisdolphin wrote:
Am I really supposed to hit both shift and ctrl with my thumb (using TRM layout)?

I'm a touch typist trained on QWERTY with home-rows "asdf" and "jkl;" and learning this layout is really scrambling my neural net.
when you're pressing control and shift you use the thumb for both at once. did you see the keyboard tilt bit in the op? its pretty important. I WOULD describe the part of your thumb used on the shift key as the tip. Just the tip though. Just...the tip.
Teching to hive too quickly isn't just a risk: it's an ultrarisk
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