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[G] TheCore - Advanced Keyboard Layout - Page 278

Forum Index > StarCraft 2 Strategy
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Antylamon
Profile Joined March 2011
United States1981 Posts
Last Edited: 2013-08-31 17:46:19
August 31 2013 17:46 GMT
#5541
On September 01 2013 02:35 JaKaTaK wrote:
@Ant
Technically we'd be holding it down, and not doing anything with shift, so it is eligible for Slash. For now we're not going to be making any changes like this though. Just bug fixes (or we'll never get 1.0 released). In the meantime, it would be helpful if you used this in your own personal version and came back with feedback after a month or so of use.

EDIT: Missed a bug where cancel was incorrect on zerg layouts. Redownload as of the time stamp on the version in the OP.

Welp, I made a huge oversight. Unless we find a different method for non-Zealot warp-ins, it's not going to work. :|

That said, I would love to find a new way to do that. It feels relatively awkward to use Shift and Apostrophe.
mohanico
Profile Joined May 2013
7 Posts
Last Edited: 2013-08-31 18:57:09
August 31 2013 18:40 GMT
#5542
I think I've got another bug for ya.

In RRL Create Camera 5 is on Alt + 0 and it should be Alt + 9.
Same for Jump to Camera 5
PZ31k0nauT
Profile Joined December 2012
13 Posts
August 31 2013 22:33 GMT
#5543
Hi folks.

At first I want to thank you Jak and all of you who contributed to TheCore. I´m looking forward to the 1.0 version, but I think TheCore in its current version is already a really big gift for my starcraft experience.

I know that right now it´s the time to get those little bugs out of the way. I just want to state that I have the same opinion as Antylamon regarding the non-Zealot warp-ins. I´m using the RRM layout (my main is toss) and I altered the rapid fire key to "k". For me it works fine to press "k" and shift at the same time. I had to make small adjustments (e.g. move chronoboost). No problems so far with zerg and protoss. I will test it out and after a few weeks I will again give you my feedback.
Btw I also use "k"(rapid fire) for "feedback" of the templars. But you have to be careful with this because feedback is also triggered when the target has no energy left.

I wish the best to all of you
GLHF
Slashiepie
Profile Joined May 2013
107 Posts
September 01 2013 10:56 GMT
#5544
Terran Layout: sharing the build key with the "Tell the workers to GTFI" is not a good idea.

Bulgogi
Profile Joined March 2010
United States60 Posts
September 01 2013 11:41 GMT
#5545
Encountered weird bug when making hatcheries. Sometimes it would make the hatchery without the second button press to plant it. Also it would sometimes go into advanced buildings and make a hydra den. I think this might be related to the rapid fire key and possible an addition of lag, but it seems to pop up occasionally enough. Good thing I haven't lost any games because of it yet, but it seems to be doing things I don't want it to do.
sil0r
Profile Joined March 2013
Germany43 Posts
September 01 2013 15:22 GMT
#5546
I remember there was a problem with holding Ctrl+I+Click to burrow all widow mines on screen e.g. when dropping. If you do so the camera would jump to your 8th Screenlocation. I think this is still an issue.
The early third hatches the drone
Antylamon
Profile Joined March 2011
United States1981 Posts
Last Edited: 2013-09-01 16:42:57
September 01 2013 16:28 GMT
#5547
On September 01 2013 07:33 PZ31k0nauT wrote:
Hi folks.

At first I want to thank you Jak and all of you who contributed to TheCore. I´m looking forward to the 1.0 version, but I think TheCore in its current version is already a really big gift for my starcraft experience.

I know that right now it´s the time to get those little bugs out of the way. I just want to state that I have the same opinion as Antylamon regarding the non-Zealot warp-ins. I´m using the RRM layout (my main is toss) and I altered the rapid fire key to "k". For me it works fine to press "k" and shift at the same time. I had to make small adjustments (e.g. move chronoboost). No problems so far with zerg and protoss. I will test it out and after a few weeks I will again give you my feedback.
Btw I also use "k"(rapid fire) for "feedback" of the templars. But you have to be careful with this because feedback is also triggered when the target has no energy left.

I wish the best to all of you
GLHF

If you have to be careful with Feedback anyways, then there's no point in using rapidfire. Especially when you have your keyboard repeat delay set to minimum and can't be careful.

K is a pretty good backup plan if I can't figure out any new hotkey tricks, though. Unfortunately Sentries wouldn't be usable with rapidfire, but it's not really a big deal. You don't usually want to be rapidfiring Sentries. I can't imagine the pain I would feel to see 1k gas being wasted on Sentries. On the bright side, I liked having Zealots on K for some reason.

@Jak: You could probably use the newly released WCS replays to update the racial ability use data.
1conoclast
Profile Joined September 2013
Poland4 Posts
September 01 2013 16:52 GMT
#5548
Hi! I have been messing with my hotkeys for a while and recently decided to give The Core a shot. It seems superior to what I came up with on my own. I have been looking for a keyboard best suited for The Core and found this one:

http://www.techpowerup.com/reviews/Tt_eSPORTS/Meka/images/the_keyboard.jpg

Notice that Alt, Ctrl and Shift keys are all nicely clumped together so there is no need for removing any keys. There even is a possibility to use the arrow keys with your thumb. The forward slash button is moved but I don't think that it will cause any problems though. What do you guys think?

I also wanted to ask whether The Core 1.0 will differ a lot from the beta or if it is a consolidating and bug-fixing work.

Thank you for your work and good luck.
Antylamon
Profile Joined March 2011
United States1981 Posts
Last Edited: 2013-09-01 17:06:10
September 01 2013 17:01 GMT
#5549
On September 02 2013 01:52 1conoclast wrote:
Hi! I have been messing with my hotkeys for a while and recently decided to give The Core a shot. It seems superior to what I came up with on my own. I have been looking for a keyboard best suited for The Core and found this one:

http://www.techpowerup.com/reviews/Tt_eSPORTS/Meka/images/the_keyboard.jpg

Notice that Alt, Ctrl and Shift keys are all nicely clumped together so there is no need for removing any keys. There even is a possibility to use the arrow keys with your thumb. The forward slash button is moved but I don't think that it will cause any problems though. What do you guys think?

I also wanted to ask whether The Core 1.0 will differ a lot from the beta or if it is a consolidating and bug-fixing work.

Thank you for your work and good luck.

Well, you would have to use Large with Slash moved to Period, because the Ctrl and Shift keys are moved to the left.

At second glance, you would probably have to make an XL size.

It wouldn't really make a difference, though. Sure the arrow keys are closer, but that potential is kind of counterracted by the fact that you would have to remove the Left Arrow key for Ctrl+Shift.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
Last Edited: 2013-09-01 17:49:33
September 01 2013 17:49 GMT
#5550
On September 02 2013 00:22 sil0r wrote:
I remember there was a problem with holding Ctrl+I+Click to burrow all widow mines on screen e.g. when dropping. If you do so the camera would jump to your 8th Screenlocation. I think this is still an issue.

Thanks for the heads up.


PEOPLE OF THECORE
the change to 1.0 will be issue solving and bug fixing only. Once we're bug free (or at least real damn close) and the videos/spreadsheets are updated we'll be good. That being said there's a couple of issues we're working on and will have out soon.

PTR hatches, ccs, and nexi are not built with the same key. We'll be fixing this.
Adding back in alternates for cameras, base camera, and center camera for some cool tricks.
Changing build advanced for zerg layouts back to the homerow.

and various other small bug fixes.

I have no time today to work on it, so you can expect progress on monday.

GLHF,
JaK
Commentatorhttps://www.youtube.com/JaKaTaKtv
JoropoRoll
Profile Joined August 2012
Venezuela3 Posts
September 01 2013 17:54 GMT
#5551
Hello

I'm trying to get into The Core Is very good hotkey set, thanks for give it to the community.

But, for being short, I have a problem, since I changed to The Core I don't know why I can't make my scvs been stoped while they are doing a building. Is rare because they stop if they are moving or are attacking, but not if they are constructing, not

For being more specific no matter how many time I press the Stop (X) button, with the hotkey assigned it or even if I do with the mouse the SCV just continue with the build until is finished

Best Regards
PZ31k0nauT
Profile Joined December 2012
13 Posts
September 01 2013 21:40 GMT
#5552
On September 02 2013 01:28 Antylamon wrote:
Show nested quote +
On September 01 2013 07:33 PZ31k0nauT wrote:
Hi folks.

At first I want to thank you Jak and all of you who contributed to TheCore. I´m looking forward to the 1.0 version, but I think TheCore in its current version is already a really big gift for my starcraft experience.

I know that right now it´s the time to get those little bugs out of the way. I just want to state that I have the same opinion as Antylamon regarding the non-Zealot warp-ins. I´m using the RRM layout (my main is toss) and I altered the rapid fire key to "k". For me it works fine to press "k" and shift at the same time. I had to make small adjustments (e.g. move chronoboost). No problems so far with zerg and protoss. I will test it out and after a few weeks I will again give you my feedback.
Btw I also use "k"(rapid fire) for "feedback" of the templars. But you have to be careful with this because feedback is also triggered when the target has no energy left.

I wish the best to all of you
GLHF

If you have to be careful with Feedback anyways, then there's no point in using rapidfire. Especially when you have your keyboard repeat delay set to minimum and can't be careful.

K is a pretty good backup plan if I can't figure out any new hotkey tricks, though. Unfortunately Sentries wouldn't be usable with rapidfire, but it's not really a big deal. You don't usually want to be rapidfiring Sentries. I can't imagine the pain I would feel to see 1k gas being wasted on Sentries. On the bright side, I liked having Zealots on K for some reason.

@Jak: You could probably use the newly released WCS replays to update the racial ability use data.


Actually I swapped the production of sentries and zealots. And I have no problem with it so far. I just have to get used to it.
I still have to test if the rapidfire-feedback makes sense for me. The only scenarios where a rapidfire-feedback "RFF" makes sense are eg. a bioball with a lot of ghosts/medivac and a ton of infestor or a ton of pheonix (tested in the unit tester, makes a lot of fun trust me). For single targeting (like a drop with two medivacs) I would use shift and left click.
Maybe you try the RFF in the unit tester. I would love to hear your thoughts on that after you tried this.

Today I played a lot zerg and did not have any problems with rapidfire being on "k" (Infested Terrans, Creep, Mass abduct ).

Btw I love TheCore
Antylamon
Profile Joined March 2011
United States1981 Posts
Last Edited: 2013-09-01 22:33:39
September 01 2013 22:22 GMT
#5553
You mean you moved Feedback off of K?

Regardless, just tried it out. It works a lot better than I thought, even with minimum repeat delay.
SpoogeCoffer
Profile Joined September 2012
New Zealand51 Posts
September 01 2013 22:58 GMT
#5554
On September 02 2013 02:54 JoropoRoll wrote:
Hello

I'm trying to get into The Core Is very good hotkey set, thanks for give it to the community.

But, for being short, I have a problem, since I changed to The Core I don't know why I can't make my scvs been stoped while they are doing a building. Is rare because they stop if they are moving or are attacking, but not if they are constructing, not

For being more specific no matter how many time I press the Stop (X) button, with the hotkey assigned it or even if I do with the mouse the SCV just continue with the build until is finished

Best Regards


Halt construction and stop are two entirely separate things. Your problem is that you're attempting to use stop instead of Halt Construction. This has nothing to do with TheCore.
SpoogeCoffer
Profile Joined September 2012
New Zealand51 Posts
September 01 2013 23:10 GMT
#5555
On August 29 2013 00:46 JaKaTaK wrote:
@Spooge
In the most recent version of TheCore for Protoss, Random, and Terran, all siege units have be synchronized. So Spines, Spores, Warp Prisms, Widow Mines, Siege Tanks, and Swarm hosts all function in the same basic manner and have the same keys for "siege" and "unsiege".


Hmm I see the idea, I'm just not too sure if I like it or not. I think burrow consistency (where burrow is an actual thing in the game) is perhaps more important than some 'siege' consistency (where siege is some semi-arbitrary definition of yours that does not inherently have an association in the game).

I'm a zerg player that has used the random layout up until now, but I think there's enough reason to swap to the Zerg layout for the 1.0 release. So this specific thing won't bug me personally any more; and perhaps this form of consistency is better for the true random players (and offracing protoss / terrans), but it's food for thought.
Antylamon
Profile Joined March 2011
United States1981 Posts
Last Edited: 2013-09-01 23:16:46
September 01 2013 23:15 GMT
#5556
On September 02 2013 08:10 SpoogeCoffer wrote:
Show nested quote +
On August 29 2013 00:46 JaKaTaK wrote:
@Spooge
In the most recent version of TheCore for Protoss, Random, and Terran, all siege units have be synchronized. So Spines, Spores, Warp Prisms, Widow Mines, Siege Tanks, and Swarm hosts all function in the same basic manner and have the same keys for "siege" and "unsiege".


Hmm I see the idea, I'm just not too sure if I like it or not. I think burrow consistency (where burrow is an actual thing in the game) is perhaps more important than some 'siege' consistency (where siege is some semi-arbitrary definition of yours that does not inherently have an association in the game).

Well, I'd say siege consistency is more important in the case of the Widow Mine since Terran doesn't otherwise have Burrow. Well, actually, I guess it's called Activate Mine.

But other than that, I agree with you.
SpoogeCoffer
Profile Joined September 2012
New Zealand51 Posts
Last Edited: 2013-09-01 23:27:23
September 01 2013 23:23 GMT
#5557
On September 02 2013 01:52 1conoclast wrote:
Hi! I have been messing with my hotkeys for a while and recently decided to give The Core a shot. It seems superior to what I came up with on my own. I have been looking for a keyboard best suited for The Core and found this one:

http://www.techpowerup.com/reviews/Tt_eSPORTS/Meka/images/the_keyboard.jpg

Notice that Alt, Ctrl and Shift keys are all nicely clumped together so there is no need for removing any keys. There even is a possibility to use the arrow keys with your thumb. The forward slash button is moved but I don't think that it will cause any problems though. What do you guys think?

I also wanted to ask whether The Core 1.0 will differ a lot from the beta or if it is a consolidating and bug-fixing work.

Thank you for your work and good luck.


This keyboard is much better imo. http://www.kinesis-ergo.com/images/kb_adv-pro_met720x471.jpg

Of course you'd have to map the keys over yourself from the right side to the left and adjust the functions of the thumb keys to shift+ctrl but the keyboard is entirely configurable. The advantages being that when you wanted to type one of your hands is already on it's homerow, only need to bring the mouse hand to the right side of the keyboard. There would be no need to tilt your keyboard either as it's all already on a grid (and has vertical offsets for each finger). And it comes in dvorak.
SpoogeCoffer
Profile Joined September 2012
New Zealand51 Posts
September 01 2013 23:25 GMT
#5558
On September 02 2013 08:15 Antylamon wrote:
Show nested quote +
On September 02 2013 08:10 SpoogeCoffer wrote:
On August 29 2013 00:46 JaKaTaK wrote:
@Spooge
In the most recent version of TheCore for Protoss, Random, and Terran, all siege units have be synchronized. So Spines, Spores, Warp Prisms, Widow Mines, Siege Tanks, and Swarm hosts all function in the same basic manner and have the same keys for "siege" and "unsiege".


Hmm I see the idea, I'm just not too sure if I like it or not. I think burrow consistency (where burrow is an actual thing in the game) is perhaps more important than some 'siege' consistency (where siege is some semi-arbitrary definition of yours that does not inherently have an association in the game).

Well, I'd say siege consistency is more important in the case of the Widow Mine since Terran doesn't otherwise have Burrow. Well, actually, I guess it's called Activate Mine.

But other than that, I agree with you.

Yeah I see no reason to tie terran burrow in with zerg burrow, thus the mine should be the same as the tank. But I think it's fairly important for zerg burrow to be consistent.
PZ31k0nauT
Profile Joined December 2012
13 Posts
September 02 2013 00:14 GMT
#5559
I tested the rapidfire a little bit more.

The Corruption ability on the corruptor can also cause problems with rapid fire. So its possible to cast multiple corruption on one target (same problem as feedback). But it feels much worse than feedback. So I moved corruption away from my rapidfire key.
Btw you can shift-rapidfire with abilities too. Let´s say you want to cast a ton of auto-turrets with the raven. The rapidfire key is used for auto-turret. So you press the key for auto-turrets+shift and spam with your rapidfire key. Works pretty good. I have not found any other example for when this method could be useful. Maybe I try this for the feedback of templars.
Antylamon
Profile Joined March 2011
United States1981 Posts
Last Edited: 2013-09-02 01:00:27
September 02 2013 01:00 GMT
#5560
On September 02 2013 09:14 PZ31k0nauT wrote:
I tested the rapidfire a little bit more.

The Corruption ability on the corruptor can also cause problems with rapid fire. So its possible to cast multiple corruption on one target (same problem as feedback). But it feels much worse than feedback. So I moved corruption away from my rapidfire key.
Btw you can shift-rapidfire with abilities too. Let´s say you want to cast a ton of auto-turrets with the raven. The rapidfire key is used for auto-turret. So you press the key for auto-turrets+shift and spam with your rapidfire key. Works pretty good. I have not found any other example for when this method could be useful. Maybe I try this for the feedback of templars.

Oh, I have an idea. Maybe Shift+K should be used for rapidfire. It would allow rapidfire abilities to be much easier to use without sacrificing the position of any non-rapidfire abilities on K. Also, Corruption and Feedback rapidfire would then be preference-based.

The only downside is that you have to hold Shift, but that's not a big deal since you have time while moving your ring finger anyways. In fact, it actually makes non-Zealot rapidfire warp-ins and the AutoTurret trick consistent with all other rapidfire.
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