[G] TheCore - Advanced Keyboard Layout - Page 30
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Actinium_
17 Posts
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Phatency
Finland38 Posts
On July 01 2012 05:16 Actinium_ wrote: Hi. What i dont understand is there are some hotkeys that are more uncomfortable than need be. Say hydra is on 7 but why not 9 or 0? Because 9 and 0 are control groups. | ||
yevoc
United States93 Posts
I should probably add the disclaimer that for a male, my fingers and hands are relatively small, but my index finger is also substantially shorter than my middle finger. Homing those two fingers on the same key row becomes painful very quickly. Instead of JIOP, I've found MKO; to be far more comfortable and efficient. By rebinding the 2 windows keys beside RCTRL (via Autohotkey), my thumb has far more near-instant keys to press. My pinky is now also only pressing M and N (as the build buttons), which alleviates the substantial pinky movement/stroke penalty that's well documented in keyboard studies. By also obtaining a mini keyboard, my hands can be even closer together than with a numpad or even a tenkeyless keyboard. That might sound trivial, but it's made a world of difference in terms of comfort and speed. | ||
Tarqon
Netherlands27 Posts
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Silencioseu
Cyprus493 Posts
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JaKaTaKSc2
United States2787 Posts
There are pictures in the OP in a spoiler entitled "Visual Aides (pictures)" :D @Tarqon I would strongly suggest using P for hatcheries and something close for queens. [ 9 0 would all work pretty well, but I think [ is best (as your army should probably be on ; ) @yevoc Can you link the evidence about "pinky movement/stroke penalty" I am currently convinced that the pinky is the 2nd most dexterous finger on the hand, based on drumming technique. I am very interested in these kinds of studies you are talking about. 0.3 is taking longer than expected (as usual) It will be released as soon as possible! | ||
MrTwiggy
50 Posts
] does advanced structures ' does gather But I can't find any key that does build basic??? Where is '#', because pressing Shift + 3 doesn't work either. It might be something with my keyboard, I'm using a Razer Blackwidow. | ||
ellaguru
United States35 Posts
dunno how yours got messed up like that. i would try to delete and redownload it just in case. | ||
MrTwiggy
50 Posts
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dotDash
Sweden142 Posts
As a terran player I would like to add that the load button actually do have a use! Whenever you want to enter a damaged bunker you will repair it instead of entering it when right clicking on it with scvs. So if you doing some kind of bunker pressure and want to jump in and out from the bunker fast you need the load button. I thought there might be some issues with medivacs aswell, but scvs prioritise entering them above repairing, and repair is bound nearby and easy to reach. Sidenote: Been trying this layout for a long time now and would like to say its splendid! I havn't improved like shit ton since before I started with it, but I certainly right where I were before I tried it out. The thing I like with it is that there is no limit to my mechanics now. If I learn to use the keys I WILL have an advantage over my enemies who are stuck with less ctrl-grps and cam-locations. The only thing I changed so far is center view of selection and save cam locations to shift+ctrl and cam recalls to alt (pretty much switching them). Cheers Dan | ||
Quaterno
United Kingdom69 Posts
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dotDash
Sweden142 Posts
Cheers Dan | ||
Antylamon
United States1981 Posts
On July 01 2012 14:00 MrTwiggy wrote: I need some help. Whenever I have an SCV selected (Using TRM 0.2), on the command card it shows the key for Build Basic (stuff like depots/barracks, basically the key that will bring up this menu) as '#'. I've tried every single key and can't found out which one it is. ] does advanced structures ' does gather But I can't find any key that does build basic??? Where is '#', because pressing Shift + 3 doesn't work either. It might be something with my keyboard, I'm using a Razer Blackwidow. Check data document to see what it is supposed to be. That should solve this and all future problems. | ||
yevoc
United States93 Posts
Sure. I'll reference the famous carPalx project, as it lays everything out the most succinctly. http://mkweb.bcgsc.ca/carpalx/?typing_effort excerpt: Characteristics of a successful model If you explore keyboard layout projects, such as Capewell or Arensito, you'll find that each approach is different and uses a combination of heuristic and algorithmic contributions to determining the goodness of a layout. There are certain properties of a good layout, however, that are widely agreed upon limited use of weak fingers, like pinky and ring finger limited use of bottom row increased use of home row limited finger travel distance limited same-finger typing (e.g. uhm) balanced hand-use vs right-hand priority (see below) alternating hand-use vs rolling (see below) | ||
Antylamon
United States1981 Posts
On July 02 2012 00:32 yevoc wrote: @JaKaTaK Sure. I'll reference the famous carPalx project, as it lays everything out the most succinctly. http://mkweb.bcgsc.ca/carpalx/?typing_effort excerpt: Characteristics of a successful model If you explore keyboard layout projects, such as Capewell or Arensito, you'll find that each approach is different and uses a combination of heuristic and algorithmic contributions to determining the goodness of a layout. There are certain properties of a good layout, however, that are widely agreed upon limited use of weak fingers, like pinky and ring finger limited use of bottom row increased use of home row limited finger travel distance limited same-finger typing (e.g. uhm) balanced hand-use vs right-hand priority (see below) alternating hand-use vs rolling (see below) The wording is essential. "Widely agreed upon" =/= always agreed upon. Besides, you have to take a little sacrifice in order to get your thumb over the shift key. That is the main modification between standard and Core. To put less keys on the pinky and ring fingers means to reposition the hand completely, something that is out of the question. If the hand was relocated back to base ASDF, for instance, you have less keys overall on the pinky and middle finger, but you have the pinky on shift, the most used key. Put them in the middle of the keyboard (base FGHJ) and shift and control are incredibly out of the way. It would be REALLY nice if someone found a way to swap shift and space so that base SDFG could be possible, though. EDIT: Meh, on second thought control would be too far out. List of keys on index and middle fingers (ZRM): o p [ ] ; ' l , . - 0 = (12 keys) List of keys on pinky and ring fingers (ZRM): j i h n m k u 7 (8 keys) There's already less keys on the pinky and ring fingers anyways... -.- | ||
MrTwiggy
50 Posts
I'm mid fight, I'll rally my rax(s) to my back end marauder, the startport to my medivacs, or to my vikings if I'm going against heavy air/collosus, and then I'll set my factories to my hellions if I'm going heavy hellion so I can do simultaneous harrass and stop creep spread. With a single key for all my production, it just is not possible. Any time I want to rally my barracks/factory/starport to something, I have to manually go all the way back to my production structures, click on the type of production structure (which could take a while if I'm on 3-4 bases) and then move back to my army/where I want to rally and click on them. Subgroup control groups doesn't seem good, and looks like it would heavily impact the ability of a player to dynamically change their army allocation easily in terms of reinforcements. I'd be interested to see if any pro terran players use this subgroup control, though it is possible there are some. | ||
dotDash
Sweden142 Posts
Cheers Dan | ||
Snusmumriken
Sweden1717 Posts
Also: what if your rallpoint-unit dies in battle? what if the viking you put rallypoint to dies, or the medivac, or the back-end marauder? Surely you don't have time to reset rallypoints all the time, that's why I never rally to an actual unit but to a location. | ||
VerdeCreed
United States27 Posts
Spamming - With all the research you guys have out into this I wanted to know if you had any data on how if pros spam create drones throughout the early game. To me it seems that by spamming the old "4sd" or the new "POJ" that you would be sure the make a drone the instant it is available without adding "reaction time" into the equation. However, in the current system you end up making tons of queens. If it is indeed advantageous to spam early, then perhaps J to build a queen could be moved. Of course, if pros don't spam those keys, or there is a better way then I'd love to learn it! Control groups - I feel I will accidentally Hotkey an army or my queens to he hatch at least once during the game. Obviously this is just me learning the new controls, but would it be possible to change the way to add control groups just for hatches and maybe queens. Perhaps " alt + . " that way it is impossible to accidentally reassign hatches and it must be deliberate. Thanks for the hard work and I cann't wait until .3! | ||
MrTwiggy
50 Posts
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