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[G] TheCore - Advanced Keyboard Layout - Page 266

Forum Index > StarCraft 2 Strategy
Post a Reply
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JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
Last Edited: 2013-08-08 15:33:45
August 08 2013 15:24 GMT
#5301
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?
Commentatorhttps://www.youtube.com/JaKaTaKtv
graNite
Profile Blog Joined December 2010
Germany4434 Posts
August 08 2013 15:58 GMT
#5302
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.
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
apocriva
Profile Blog Joined April 2011
Canada66 Posts
August 08 2013 17:20 GMT
#5303
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.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
Last Edited: 2013-08-08 17:27:05
August 08 2013 17:24 GMT
#5304
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.
Commentatorhttps://www.youtube.com/JaKaTaKtv
Lobotomist
Profile Joined May 2010
United States1541 Posts
Last Edited: 2013-08-08 17:28:44
August 08 2013 17:25 GMT
#5305
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.
Teching to hive too quickly isn't just a risk: it's an ultrarisk
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
August 08 2013 17:29 GMT
#5306
@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)
Commentatorhttps://www.youtube.com/JaKaTaKtv
apocriva
Profile Blog Joined April 2011
Canada66 Posts
August 08 2013 17:34 GMT
#5307
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).
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
August 08 2013 18:27 GMT
#5308
@apoc
the Zerg 0.8 is in progress right now.
Commentatorhttps://www.youtube.com/JaKaTaKtv
apocriva
Profile Blog Joined April 2011
Canada66 Posts
August 08 2013 18:31 GMT
#5309
Okay, sorry! XD
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
August 08 2013 18:36 GMT
#5310
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
Commentatorhttps://www.youtube.com/JaKaTaKtv
SpoogeCoffer
Profile Joined September 2012
New Zealand51 Posts
August 08 2013 19:27 GMT
#5311
Update the OP version number?
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
August 08 2013 19:41 GMT
#5312
@Spooge
Its not officially out, just for the hard core users

need to do the video and spreadsheet, having more computer issues....
Commentatorhttps://www.youtube.com/JaKaTaKtv
HerrPfotig
Profile Joined July 2012
Germany39 Posts
Last Edited: 2013-08-08 21:25:44
August 08 2013 20:39 GMT
#5313
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 /
Antylamon
Profile Joined March 2011
United States1981 Posts
Last Edited: 2013-08-08 22:06:23
August 08 2013 22:05 GMT
#5314
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.
HerrPfotig
Profile Joined July 2012
Germany39 Posts
Last Edited: 2013-08-08 23:27:28
August 08 2013 23:07 GMT
#5315
@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
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
August 09 2013 00:52 GMT
#5316
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
Commentatorhttps://www.youtube.com/JaKaTaKtv
Antylamon
Profile Joined March 2011
United States1981 Posts
Last Edited: 2013-08-09 01:54:11
August 09 2013 01:53 GMT
#5317
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.
Robultronic
Profile Joined December 2010
Norway11 Posts
Last Edited: 2013-08-09 04:19:18
August 09 2013 04:17 GMT
#5318
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.
"Not a shred of evidence exists in favor of the idea that life is serious." - Brendan Gill
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
Last Edited: 2013-08-09 04:44:47
August 09 2013 04:28 GMT
#5319
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!
Commentatorhttps://www.youtube.com/JaKaTaKtv
MoonFan
Profile Joined July 2013
Vietnam55 Posts
August 09 2013 05:46 GMT
#5320
ahhhhh
looking forward to the official release, because to be honest the conversasion is getting confusing to me
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