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[G] TheCore - Advanced Keyboard Layout - Page 267

Forum Index > StarCraft 2 Strategy
Post a Reply
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HerrPfotig
Profile Joined July 2012
Germany39 Posts
August 09 2013 07:27 GMT
#5321
@JaKaTaK
if unload on F for tlm (K for trm) it can be on F on CC/PFs and Bunkers too the only thing that changes is:

morph to PF to another key; H(trm/tlm) maybe?

and you are right that the Unload on buildings feels like a different Unload. nontheless lift/land, siege/unsiege, burrow/unburrow, hellbat/hellion are totally different mechanics, but share the same key, because it represents the two different modes of a unit.

Loaded/Unloaded could fall into the same category and thats why I wanted the unload key on the same button. My preference; dont use it if its not efficient or plain bad for TheCore

and TheCore Rulz :-D
Slashiepie
Profile Joined May 2013
107 Posts
Last Edited: 2013-08-09 13:01:37
August 09 2013 12:56 GMT
#5322
On August 09 2013 07:05 Antylamon wrote:
Show nested quote +
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.


Stim on / wont let you Ctrl Stim a group of units as effectively as Control + I. (Useful for drops, chunks of your army in chaotic situations, situations were your production facilities are under siege and you have not / do not want to add those units to your main army.

Stim on / also carries the risk of lifting your buildings, i'd rather overstim my units to 1 health or stim my army accidentaly than have to go back to my bases and repair the friggin mess i did. Lifting building also cancels the upgrade that was being researched, and the progress does not get saved.

Edit: It might not be such a big deal though, since producing buildings wont get lifted.

JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
August 09 2013 16:07 GMT
#5323
lift/land are on different keys from siege/unsiege, and different from burrow/unburrow etc so I'm not really following your point. In any case it is sort of moot because it doesn't really effect anything in a significant way.

Okay!!! TheCore 0.8 is fucking out!

The files will be uploaded to the skydrive and I believe BeeDebDoo has done some work on the spreadsheet. I'll be following up with more spreadsheet work, and after that a rapid fire video, a revamp of the instructional videos for the OP, and then 1.0 :D
Commentatorhttps://www.youtube.com/JaKaTaKtv
MoonFan
Profile Joined July 2013
Vietnam55 Posts
August 09 2013 16:49 GMT
#5324
THECORE team is fucking perfect !!!
just LOVE YOU GUYS, so much hard works
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
August 09 2013 17:59 GMT
#5325
thanks moon fan
Commentatorhttps://www.youtube.com/JaKaTaKtv
MoonFan
Profile Joined July 2013
Vietnam55 Posts
Last Edited: 2013-08-09 21:00:55
August 09 2013 20:17 GMT
#5326
Ctrl + rightclick to drag may cause trouble (stuck in drag scroll mode till ctrl is pressed again) if I accidentally release ctrl before reseasing right mouse button
VerdeCreed
Profile Joined October 2010
United States27 Posts
August 09 2013 21:27 GMT
#5327
On August 09 2013 02:24 JaKaTaK wrote:

Show nested quote +
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.


I'm seeing it under "TheCore Reference Spreadsheets" for Zerg on the opening post. It seems that the camera hotkeys are incorrectly copied from the Terran Protoss base and free cameras.

On August 10 2013 05:17 MoonFan wrote:
Ctrl + rightclick to drag may cause trouble (stuck in drag scroll mode till ctrl is pressed again) if I accidentally release ctrl before reseasing right mouse button


I spent an hour spreading creep and I did notice this a few times as well, but not as often I I thought I would. It'll take more time to see if I can get used to it (Never thought I'd adjust to queens as J, but I managed!)

What I am unsure of is the rhythm of creep spread. The drag scroll and layered free camera over spawn creep tumor has left me confused:

Step 1: Hold Control and tap Free Camera #1
Step 2: Continue holding Control and click an active creep tumor
Step 3: Continue holding Control and hold right click while you drag scroll
Step 4: Release Control and press and hold the rapid fire spawn creep tumor key

Step 5: Hold Control and tap Create Free Camera #1
Step 6: Continue holding Control and tap Free Camera #2
Step 7: Continue holding Control and hold right click while you drag scroll
Step 8: Release Control and press and hold the rapid fire spawn creep tumor key
Step 9: Hold Control and tap Create Free Camera #2

Is that the correct order? Drag scroll could reasonably come after the spawning of creep, creating the Free Camera #1 could also come before the spawn. With the releasing and pressing of control, it sure would be nice if you could rapid fire while holding control so the rhythm is a little better, but I'm sure I can get used to it.

My only other concern is that if you get going fast and forget to release control before attempting to rapid fire the creep, you'll screw up your cameras and have to reset them. But I'm sure that'll fix itself once I relearn the mechanic. Of course, I want some clarification on the exact process before I commit that to muscle memory!
MoonFan
Profile Joined July 2013
Vietnam55 Posts
Last Edited: 2013-08-09 22:31:55
August 09 2013 22:13 GMT
#5328
On August 10 2013 06:27 VerdeCreed wrote:
Show nested quote +
On August 09 2013 02:24 JaKaTaK wrote:

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.


I'm seeing it under "TheCore Reference Spreadsheets" for Zerg on the opening post. It seems that the camera hotkeys are incorrectly copied from the Terran Protoss base and free cameras.

Show nested quote +
On August 10 2013 05:17 MoonFan wrote:
Ctrl + rightclick to drag may cause trouble (stuck in drag scroll mode till ctrl is pressed again) if I accidentally release ctrl before reseasing right mouse button


I spent an hour spreading creep and I did notice this a few times as well, but not as often I I thought I would. It'll take more time to see if I can get used to it (Never thought I'd adjust to queens as J, but I managed!)




What I am unsure of is the rhythm of creep spread. The drag scroll and layered free camera over spawn creep tumor has left me confused:

Step 1: Hold Control and tap Free Camera #1
Step 2: Continue holding Control and click an active creep tumor
Step 3: Continue holding Control and hold right click while you drag scroll
Step 4: Release Control and press and hold the rapid fire spawn creep tumor key

Step 5: Hold Control and tap Create Free Camera #1
Step 6: Continue holding Control and tap Free Camera #2
Step 7: Continue holding Control and hold right click while you drag scroll
Step 8: Release Control and press and hold the rapid fire spawn creep tumor key
Step 9: Hold Control and tap Create Free Camera #2

Is that the correct order? Drag scroll could reasonably come after the spawning of creep, creating the Free Camera #1 could also come before the spawn. With the releasing and pressing of control, it sure would be nice if you could rapid fire while holding control so the rhythm is a little better, but I'm sure I can get used to it.

My only other concern is that if you get going fast and forget to release control before attempting to rapid fire the creep, you'll screw up your cameras and have to reset them. But I'm sure that'll fix itself once I relearn the mechanic. Of course, I want some clarification on the exact process before I commit that to muscle memory!

I have been playing around with creep spread
My idea is to create another Spawn Creep Tumor hotkey (F|K), to use with 2nd freecam the same way we use (R|I) for first cam

so this is my customized hotkeys:

Choose ability or A.I Target: LeftMouseButton,I,K
Creep tumor Spawn creep tumor:I,K
Save Free camera 1: Ctrl+I
Save Free camera 2: Ctrl+K
Recall camera 1: Ctrl +H
Recall camera 2: Ctrl +O


The creep spread process for me (I use ZRM):

Hold Ctrl
Step 1 Recall camera: press H (FreeCamera1)
Step 2 Select tumor: click on creep tumor
Step 3 Drag scroll: right click to drag scroll, then release right mouse when you finished dragging
Step 4 Set camera and activate rapidfire: Hold I (to save Camera1 and prepare to activate tumor key) then to rapidfire creep you just
release Ctrl

Hold Ctrl
Step 5 Recall camera: press O (FreeCamera2)
Step 6 Select tumor: click on creep tumor
Step 7 Drag scroll: right click to drag scroll, then release right mouse when you finished dragging
Step 8 Set camera and activate rapidfire: Hold K (to save Camera2 and prepare to activate tumor key) then to rapidfire creep you just
release Ctrl

My fear is I will somehow set the wrong camera by pressing the wrong hotkey of Spawn creep tumor.
Borskey
Profile Joined February 2012
160 Posts
Last Edited: 2013-08-09 22:27:35
August 09 2013 22:25 GMT
#5329
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?


Sorry for not answering this earlier.

My reasoning is that ghosts need their movement controlled in a more sensitive way. You want them to be able to intercept and get those EMP / snipes off quickly, before the HTs or infestors get close to your main army with storm/fungal.

Also, ghosts are smaller (and ground units) so it's harder to ctrl+click them.

I think raven movement needs less micromanagement. They're bigger and flying units, so it's easier to click them, and you don't need to worry about their exact position as much as with the ghosts. The only problem with having them in the main army is that they might fly to their dooms when you attack-move, but if you get in the habit of attack moving and then ctrl+clicking your ravens to stop them/fly them somewhere else, that might be OK. It sounds like an annoying thing to have to do every engagement, but I think if you get used to it it won't be that bad.

It's worth mentioning that this is all theory from me- I haven't played much SC2, and I certainly haven't used ghosts and ravens much.
Bulgogi
Profile Joined March 2010
United States60 Posts
August 09 2013 23:55 GMT
#5330
I like creep tumors on "I". Much closer.
Absolutely hate drag scroll with control right click.
Antylamon
Profile Joined March 2011
United States1981 Posts
August 09 2013 23:58 GMT
#5331
Ctrl+Shift+Right Click as ping is annoying me a lot for some reason. Probably due to adding to control groups then shift-queuing commands.
Becuula
Profile Joined April 2011
Germany65 Posts
August 10 2013 08:19 GMT
#5332
I have problems with the Protoss Rapidfire and the Mothership Core. If it has 200 energy and I try to use the Nexus Cannon, it is activated twice and my MSC doesn't have any energy left. Any tips to avoid this?
Also I have the feeling that my High Templar run out of energy very fast while feedbacking.If the target doesn't die then more than one feedback is pulled off I believe.

My first impression is, that Protoss Rapidfire is only very usefull while warpin in. And then it would be nice to warpin all units with rapidfire not only zealots. That means putting the WarpIn Key on Rapidfire and leave the Spell Caster as they were before.

I really liked the idea of TheCore to put the most used things on the best keys. And now it feels weird to change so many abilities around on not so good keys because of the rapidfire feature, which doesn't feel so good at the moment because of the energy waste.
It is difficulties which give birth to miracles.
MoonFan
Profile Joined July 2013
Vietnam55 Posts
August 10 2013 08:51 GMT
#5333
@Becuula: customize it as you want, maybe Photon overcharge to I and recall to K instead (btw can recall be casted on minimap? would be nice if it can, because rapidfire do great job targeting smaill icon on minimap)

I think it's better to wait for the videos before changing stuffs though
Becuula
Profile Joined April 2011
Germany65 Posts
August 10 2013 09:34 GMT
#5334
Recall via Minimap works and with Rapidfire it is indeed quite nice.
It is difficulties which give birth to miracles.
MoonFan
Profile Joined July 2013
Vietnam55 Posts
Last Edited: 2013-08-10 10:20:27
August 10 2013 10:05 GMT
#5335
Recall via Minimap works and with Rapidfire it is indeed quite nice.

Nice :D
I tried the same with zerg inject via mini map but that cause the queens to run everywhere . Would be nice if someone could find out some tips about it. (Might try it without using shift maybe, but to be honest the camera layer inject method is fast enough and doesnt need to move the mouse too far :-?)

Btw are you sure about feedback can be casted many times on units with no energy left ?
Czarnodziej
Profile Joined January 2011
Poland624 Posts
August 10 2013 11:25 GMT
#5336
I wonder why centered base cameras are still being used in TheCore. They are extremely sub-optimal, because base cam settings should be set at the start of the game. Right now it needlessly require additional actions to do. I don't see a single merit in this solution.

Concerning rapidfire:
Hardcoding it to single keystroke does not seem to be the best way to do it, because it sacrifices control and is prone to misscasting. I personally use it with Ability Key + Ctrl.
Cyberdyne
Profile Joined September 2010
Germany12 Posts
August 10 2013 11:52 GMT
#5337
Trying TRM 0.8 german now. So far I've noticed that Oracle/ActivatePulsarBeam is unbound and Oracle/DeactivatePulsarBeam is bound to D.

Don't think this is intentional, is it?
MoonFan
Profile Joined July 2013
Vietnam55 Posts
Last Edited: 2013-08-10 13:42:25
August 10 2013 13:31 GMT
#5338
@Cyberdyne: it's a problem, I have that problem too since SC 2.0.10, just change it back to your usual hotkey
(changelog SC patch 2.0.10)
"The Oracle’s Activate and Deactivate Pulsar Beam abilities can now be properly set to share the same hotkey using the Allow Toggle Conflicts option in the Hotkey menu."

@Czarnodziej: I dont see how it require additional actions to do so, I mean just hold Alt, click minimap, press camera key, repeat. Though I dont get why there is centered camera for Protoss/terran (maybe chronoboost for protoss, but terran I dont get it :D)

@JaK: is there any reason why Photon overcharge is on rapidfire and Mass Recall is not on rapid fire for minimap targeting? Just wondering :D
Czarnodziej
Profile Joined January 2011
Poland624 Posts
August 10 2013 13:53 GMT
#5339
Because:
3b. What if I want to set the "base location cameras" on an area where there is no building?
from FAQ on the front page.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
August 10 2013 15:57 GMT
#5340
Base cameras can be used for transfers, expanding, defending drops, shift clicking back to minerals, injecting, chronoboosting, and mule-ing. This is why we have centered cams. Setting them up in the beginning of the game does not take any additional actions as far as I've calculated before. Is there a key sequence that is faster than the current one?

Rapid Fire is going to take some tweaking, we did our best to think of all the possible options, but I expected that'd we would miss things and have to do more tweaking. I'll move the mothership core abilities shorty. (nice catch becuula) recall will be on K, photon overcharge will be on H, and time warp will be on I for PRM. Z will follow suit with priority. I don't think feedback can be cast on a unit with no energy, but I'll double check it (in the future you can always check yourself on a test map if you want to help)

New Right Click Abilities
these are very experimental. We're going to let them sit for a while and see if they're something players will get used to, or just something that will cause mistakes.

The Oracle having an unbound ability is NOT intentional. I don't know why this is happening, but it probably has something to do with the patch.
Commentatorhttps://www.youtube.com/JaKaTaKtv
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