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Okay here's a brief summary of the changes. The Changelog and videos are en route, I'll get them up asap 
TheCore 0.8
Rapid Fire Included -many abilities changed
CGs arranged by key score -to encourage the use of the best keys first -ordering by suggested CGs does not work
Base Cameras on PTR moved -to reduce finger repetition wesd23 po;l09
Load Unbanished -possible micro trick with load/unload makes this key not completely useless
Lift/Land -moved to Z/ for PTR. Lowers overall keyscore and makes lift/land a more deliberate action
Ctrl+Right Click Drag Scroll -could be some trouble, but we’re going to try it out, makes creep spread sequence faster
Ctrl+Shift+Right Click Ping -faster/easier, also using shift ping instead of regular ping.
Cleaned up Global Keys -added in hotkey for the 2 zoom levels -adjusted other global keys accordingly after ping change.
On August 08 2013 15:19 Borskey wrote:Show nested quote +On August 08 2013 06:50 JaKaTaK wrote: Ghost vs Raven I think that both must be controlled individually. The question is which one is better controlled indiviudally by a control group and which one is better controlled by ctrl clicking or individually clicking on the unit to select it manually overall.
Then I say ravens should be ctrl-clicked while ghosts get their own group.
Why?
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On August 09 2013 00:24 JaKaTaK wrote:Show nested quote +On August 08 2013 15:19 Borskey wrote:On August 08 2013 06:50 JaKaTaK wrote: Ghost vs Raven I think that both must be controlled individually. The question is which one is better controlled indiviudally by a control group and which one is better controlled by ctrl clicking or individually clicking on the unit to select it manually overall.
Then I say ravens should be ctrl-clicked while ghosts get their own group. Why?
My opinion: ghosts need to be accessible faster for emps or snipes, while ravens dont have any emergency skills. You can set up PDDs preemptively and HSM takes long to cast anyway. They are also easier to select because they fly.
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I'm confused... One of the base cameras is now Shift+P? Doesn't that conflict with the Injecting Queens control group? And Ctrl+Shift+J as a free camera conflicts with Create Control Group 1.
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On August 09 2013 00:58 graNite wrote:Show nested quote +On August 09 2013 00:24 JaKaTaK wrote:On August 08 2013 15:19 Borskey wrote:On August 08 2013 06:50 JaKaTaK wrote: Ghost vs Raven I think that both must be controlled individually. The question is which one is better controlled indiviudally by a control group and which one is better controlled by ctrl clicking or individually clicking on the unit to select it manually overall.
Then I say ravens should be ctrl-clicked while ghosts get their own group. Why? My opinion: ghosts need to be accessible faster for emps or snipes, while ravens dont have any emergency skills. You can set up PDDs preemptively and HSM takes long to cast anyway. They are also easier to select because they fly.
That is a really good point. Also, its nice having the non-attacking spellcaster on its own CG, otherwise ravens would easily move too close to the enemy and get killed off.
EDIT:
On August 09 2013 02:20 apocriva wrote: I'm confused... One of the base cameras is now Shift+P? Doesn't that conflict with the Injecting Queens control group? And Ctrl+Shift+J as a free camera conflicts with Create Control Group 1.
I'm confused, where are you seeing this? I am looking at the file right now and do not see this. Please site the version you are having the issue with when talking about a problem.
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Any chance of a bit of a tutorial vid on the rapid fire stuff? I haven't followed the development on it much, and I'm not sure how beneficial it is for zerg.
Also, are the tips/tricks compilation still in the works?
Lastly, can't wait to try out the new version, it looks strange but good.
edit, literacy fail. hopefully the rapid fire stuff will be explained in the change video, or a stand alone vid for the OP.
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@lobotomist Yes! There will be a video for the rapid fire. Working on it now :D
There is a tip/tricks document. (link should be in the OP)
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I'm looking at the google doc spreadsheet, in the Zerg 0.8 tab. This is where I go to see what keys do what (so I can have it open on my second monitor while I play).
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@apoc the Zerg 0.8 is in progress right now.
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Don't worry about it! In most cases you can replace the word sorry with thank you and everything feels a bit happier and positive. This release is a bit messy because I wanted to get the files out as soon as possible so people could start fooling around with them. Video and spreadsheet updates are en route
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Update the OP version number?
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@Spooge Its not officially out, just for the hard core users 
need to do the video and spreadsheet, having more computer issues....
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Hello,
thanks again for the amazing work on TheCore to the creators and all who contribute!
I have a small concern about stim on /
a typical situation is this: you stim your MM then you Ctrl+Leftclick to select all your marines to pull them behind your marauders.
that means / and immediatly afterwards ctrl + lefltclick = Thumb repetition (should be avoided right?)
A possible soltution(with hold position on 8): Stim/thrusters to i Unload all to h (medivac, Bunker, CC) now conistent on all units/buildings who can load salvage to / heal moves to k
some other things: sensor tower on u is too far apart for my hand(" -> u) so i put it on , (may be my hands)
woohoo 0.8 is coming im so excited
edit:switched i and k repair on scv/MULE and heal would be the same button (consistency)
edit 2: for all nuke users: this removes the issue of creating nukes and accidentally lifting your OCs; build nuke now on , and liftland back to /
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On August 09 2013 05:39 HerrPfotig wrote: Hello,
thanks again for the amazing work on TheCore to the creators and all who contribute!
I have a small concern about stim on /
a typical situation is this: you stim your MM then you Ctrl+Leftclick to select all your marines to pull them behind your marauders.
that means / and immediatly afterwards ctrl + lefltclick = Thumb repetition (should be avoided right?)
A possible soltution(with hold position on 8): Stim/thrusters to i Unload all to h (medivac, Bunker, CC) now conistent on all units/buildings who can load salvage to / heal moves to k
some other things: sensor tower on u is too far apart for my hand(" -> u) so i put it on , (may be my hands)
woohoo 0.8 is coming im so excited
edit:switched i and k repair on scv/MULE and heal would be the same button (consistency)
edit 2: for all nuke users: this removes the issue of creating nukes and accidentally lifting your OCs; build nuke now on , and liftland back to /
Why stim on I? That would make it pretty easy to accidentally waste all your health. Salvage remaining on K seems like a better option to me, especially since you can't use it when there are units in the Bunker anyways.
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@Antylamon good point let me think about little bit and I put stim on i because I was once used to it ^^ but your point makes it obvious to put it on k so reverse the edit :-):
stim on k thrusters on k heal on i
or stim on k thrusters on i heal on k (that heal and repair are the same button)
have u tried salvage on / it feels pretty good and because i put stim on k salvage cant be k anymore
edit: im just suggesting and trying out btw it could be that jakatak comes up with a totally baller solution that is genius
edit2: stim on any button that is used for building units can totally overstim so you have to find out for yourself what potential messup you prefer :D
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small update:
we will be:
brining hellion, thor, and viking transform modes in one key closer. moving stim off of Z updating suggested CGs to be more flexible
I'll catch up on reading tomorrow. I'm out for the day
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Speaking of the suggested CGs, I can't see the reference sheet. I honestly don't know if it's just me or not, but it's completely empty.
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On August 09 2013 10:53 Antylamon wrote: Speaking of the suggested CGs, I can't see the reference sheet. I honestly don't know if it's just me or not, but it's completely empty.
The one for random is empty for me too.
EDIT: Zerg and protoss too.
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okay, apparently there's an issue with the spreadsheet, I'll fix it as soon as I can.
EDIT: for now I'm pushing it out with stim on R. I think that having this button accessible is important as players have to quickly react and stim/split against a baneling attack etc. Unload moves to F. I don't think making it consistent with command centers is worth putting it on a slower key, they function much differently in-game IMO. If strong arguments come up supporting an alternative, we'll change it 
EDIT2:
We're having more problems with the inputGUI script. the github files are kinda messy right now, sorry!
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ahhhhh  looking forward to the official release, because to be honest the conversasion is getting confusing to me
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