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Hey!
Without having actually played with those changes, it's not so easy to make a good judgement. However, just thinking about those changes kinda makes me happy, so they're probably really great.
If you put all Zerg upgrades on like 3 keys or so, then those keys should be quite easy to use of course, but there are only so many upgrades and you only press them like once each game, maybe slightly more often for Attack/Defence. I mean, not sure if it justifies using home row keys for upgrades? I especially like the 4th change, with K becoming a control group. I rarely use stop anyway, but rather hold position and K is quite easy to reach and it would feel very natural to have a control group on it. Putting hatchery commands further away makes a lot of sense too, since they're rarely used I daresay and if that allows for better prioritization, it'll definitely be worth it!
Awesome!
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Hey there, I have to separate topics. First something about TheCore 2.0 and then some problem with TheCore 1.0.
TheCore 2.0 : Thanks for explaining your point in the newest video. Somehow I totally overlooked the consistency behind the roach warren and hydra den being on the same key. So yeah, I think I can get used to it  But I want to talk about the control group thing a bit more. Is so much flexibility really necessary? Do not get me wrong, I find it good, that you are trying to make TheCore as flexible as possible and open for personal adjustment. But the suggested CGs in TheCore 1.0 helped me a lot in getting used to using more CGs in the first place. Before that I only used the ‘good’ old 1 A ^^. It really encouraged me to use more CGs after I realized how well some CGs are compatible to some unit abilities. That it really helped to put those units in the right CG and have them separated from the rest of the army. I feel like, if there would not have been such a good synergy between some CGs and Unit abilities, I would have not forced myself into using more CG. Maybe this is just a personal problem, but sooner or later you want to have your HTs in a separate CG and I see no real reason why there cannot be 1 suggested CG that is perfect for HTs and their spells, over 5 CGs that are all OK. Maybe I just have to get used to using my pinkie a bit more, but I thought you would like some more input and wanted to make my point a bit more clear.
TheCore 1.0: I am still using ZRM and modified it a bit to play random with it, because for me it feels much more comfortable than the RRM layout (maybe I just did not invest enough time in getting used to it, but I felt some pain in my hand after using RRM for a while, so I switched back to ZRM.) So, the problem is that I once removed “centre on selection” from the alt key, but now I rebound it. But now I have a delay of about 0.5 s until the camera actually centres on the selected unit. And if I press any other key within this second to assign a CG or a SL, it does not centre at all. It feels like I have to wait for the key repetition to kick in to centre the camera on the selection. If I bind it to any other key (e.g. S ), it centres instantly.
This is the line from my hotkey file: CameraCenter=Alt+Control,S btw: I use the german layout with the AltGr key -> alt+ctrl
As I made quite a few adjustment within the hotkey layout, I would like to avoid downloading a vanilla version of ZRM. Is there a known reason for this “bug” so that I can fix it within the hotkey file? Or is this a normal phenomenon for the alt key?
greetings, YoTcA
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On April 25 2014 19:56 YoTcA wrote: This is the line from my hotkey file: CameraCenter=Alt+Control,S btw: I use the german layout with the AltGr key -> alt+ctrl Have you tried "Control+Alt" instead? I'm not quite sure if I remember correctly and can't check right now, but that should fix your problem.
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On April 25 2014 22:10 velvex wrote:Show nested quote +On April 25 2014 19:56 YoTcA wrote: This is the line from my hotkey file: CameraCenter=Alt+Control,S btw: I use the german layout with the AltGr key -> alt+ctrl Have you tried "Control+Alt" instead? I'm not quite sure if I remember correctly and can't check right now, but that should fix your problem.
Thanks! This fixed the problem. I set the key ingame, so i thought it would be correct, but somehow it isnt. Thanks again
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Afterl1fe suggested to use spacebar and i totally agree i dont understand why it's not in the core. Also, the left arrow key is close to the thumb and i think it could have a good use. They could replace the function keys that are harder to reach.
By the way is there a beta version of Zerg 2.0 that could be playable?
Thanks
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Hey FPyro,
On April 25 2014 00:19 FPyro wrote: If you put all Zerg upgrades on like 3 keys or so, then those keys should be quite easy to use of course, but there are only so many upgrades and you only press them like once each game, maybe slightly more often for Attack/Defence. I mean, not sure if it justifies using home row keys for upgrades? Yes, those 3 keys are your homerow keys. The keys actually can't get any faster/comfortable/lower in keyscore, given what key's you have at your disposal. I don't see what you mean is the bad side of putting everything on the best possible keys, or boxing the keys, as I like to call it. Why would you not want everything on the fastest key possible, even if it's not your most used command?
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On April 26 2014 05:31 R05 wrote: Also, the left arrow key is close to the thumb and i think it could have a good use. They could replace the function keys that are harder to reach. Thanks
I use left arrow key for cancel and it works well for me for that purpose. I have also tried to use it as the macro "tab" key with all my production on one control group when i off race terran or toss but that did not work out so well.
Using a modified ZRM v1.0.
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On April 26 2014 05:31 Beedebdoo wrote:Hey FPyro, Show nested quote +On April 25 2014 00:19 FPyro wrote: If you put all Zerg upgrades on like 3 keys or so, then those keys should be quite easy to use of course, but there are only so many upgrades and you only press them like once each game, maybe slightly more often for Attack/Defence. I mean, not sure if it justifies using home row keys for upgrades? Yes, those 3 keys are your homerow keys. The keys actually can't get any faster/comfortable/lower in keyscore, given what key's you have at your disposal. I don't see what you mean is the bad side of putting everything on the best possible keys, or boxing the keys, as I like to call it. Why would you not want everything on the fastest key possible, even if it's not your most used command?
Hey
Well, I've not quite said it's bad in itself, but rather that it might be more efficient to have control groups or/and select larvae (for Zerg) on the home row. I select the hatcheries 100 times more often during a game than any upgrade, same with larvae or queens or melee army units or mutas, etc., so putting upgrades on the keys I O P ( if that is planned?, hopefully not) seems quite unlogical! The keys should be assigned in terms of importance perhaps and for me that would be 1. selecting/creating/modifying key control groups 2. building units 3. building buildings 4. cameras 5. upgrades I really hope you see my point now!
thanks, greetings  Fpyro
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On April 27 2014 04:56 FPyro wrote:Hey Well, I've not quite said it's bad in itself, but rather that it might be more efficient to have control groups or/and select larvae (for Zerg) on the home row. I select the hatcheries 100 times more often during a game than any upgrade, same with larvae or queens or melee army units or mutas, etc., so putting upgrades on the keys I O P ( if that is planned?, hopefully not) seems quite unlogical! The keys should be assigned in terms of importance perhaps and for me that would be 1. selecting/creating/modifying key control groups 2. building units 3. building buildings 4. cameras 5. upgrades I really hope you see my point now! thanks, greetings  Fpyro
Control Group for Hatcheries (O), Select Larva (P), Control Group for Queens (J) and Inject (I) are all on the home row. So, no worries there.
Also on the home row, Build Drone from larva (I), Build Zergling (P), One of two Build Basics for drone (I), Build Spawning Pool (P), and Attack (P).
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Hey, that seems great Where can you see this? I can't seem to find this information somehow, is it for the core 2.0 for Zerg in particular? From what I see "attack" command is gonna be on J! Or do you mean shift+J is gonna select the queens? thanks
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On April 27 2014 07:05 FPyro wrote:Hey, that seems great Where can you see this? I can't seem to find this information somehow, is it for the core 2.0 for Zerg in particular? From what I see "attack" command is gonna be on J! Or do you mean shift+J is gonna select the queens? thanks 
Yeah, my mistake, the 2.0 document is a bit buried.
TheCore Master Spreadsheet
This layout will not be recommended for Zerg only players, per Jakatak. It is for Random and designed for consistency across the races, but it will closely approximate the Terran and Protoss specific layouts.
If you are new to the Core layout, the Core 1.0 also adheres to the same principles of putting many of the most frequently pressed commands on the home row, including macro commands and the control groups for macro, and its a great layout.
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We'll be working on TheCore 2.0 for zerg terran and protoss specifically. No idea how similar they'll be to the current Random layout seen on the document.
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On April 27 2014 04:56 FPyro wrote:Hey Well, I've not quite said it's bad in itself, but rather that it might be more efficient to have control groups or/and select larvae (for Zerg) on the home row. I select the hatcheries 100 times more often during a game than any upgrade, same with larvae or queens or melee army units or mutas, etc., so putting upgrades on the keys I O P ( if that is planned?, hopefully not) seems quite unlogical! The keys should be assigned in terms of importance perhaps and for me that would be 1. selecting/creating/modifying key control groups 2. building units 3. building buildings 4. cameras 5. upgrades I really hope you see my point now! thanks, greetings  Fpyro Assuming that the split between abilites and control groups on the homerow stays the same for 2.0 (J I O - abilities, P - Control group), then you're not going to see I, O, and P as keys for upgrades.
That aside, units and upgrades are both mapped to ability keys, and do not conflict, as they are on different command cards. Just like it is now, both Morph Zergling and Metabolic Boost can be on the same key, and that goes for every upgrade. The only place where units and upgrades share a command card is on the hatchery, but even there, select larvae and queens are of course prioritized over the upgrades found on the hatchery. I.e. the keys for morphing units from larvae stays the same because they are unaffected by what keys upgrades are on.*
*Although a reprioritization of the keys for different units created by larvae is expected by other factors.
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Hey JaKaTaK,
I have got a new cool suggestion to remove finger repetition for Terran Barracks Production: give the Marine Production key to [8] as an alternate. Doesnt interfere with anything and u can produce anything from the barracks with 2 different fingers.
for example 6 marines, 3 Ghosts ,2 Marauder: (Production of 8 Raxx vs Toss)
[,8,[,8,[,8 (=Ghost, Rine, Ghost, Rine, Ghost, Rine) P,I,P,I,P (=Rine, Rauder, Rine, Rauder, Rine)
Still i think Stim on I is better because Terran doesnt NEED RapidFire. With every CG its smoother to press I than K. I personally stick to Stim at the I-key
Does 9 on RRM really have a lower keyscore than 0(zero)?
Greetings and deep respect for your work
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On April 15 2014 18:40 kalimann wrote:Bros! I have the same issue with Ctrl-shift-0, and have tried the workaround. It worked for a little while, then stopped working. It simply means I can't use the control group in accordance with all the others. I have made a longer post detailing my problem and a screenshot (http://i.imgur.com/f9Laqjz.jpg) of my keyboard settings to be sure I haven't set something wrong. http://eu.battle.net/sc2/en/forum/topic/10368127431 I figured someone from Blizzard would try help me, but figures not I guess. I use Win 8.1 on both computers, CM Storm keyboard and problem persists on both machines, even when I use "onboard" keyboard on laptop (since yesterday). I also tried my old keyboard with same problem. It really weird, and teasingly difficult to deal with in game. TL;DR: Ctrl-shift-0 doesn't work in game but in hotkey menus. Might be (most probably) due to Win 8.1 as problem has been tried out with different keyboard on different (Win 8.1) machines.
On April 16 2014 00:42 JaKaTaK wrote: @kaliman The fix we have it for windows 8, not 8.1. Looks like we have to find a new fix. Anyone have any ideas?.
Has anyone come any further with this issue?
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I use win8.1 and the FAQ fix worked for me, so I have no idea why it stopped working for you (and hope the same wont happen to me). Maybe you could try to select one of the other hotkey possibilities for changing the language that wont interfere with TheCore. Are you using any other programm, that uses global hotkeys? Like a media player or something? You could try to run SC2 and nothing else and check, if this fixes the problem. (Also close all Programms that are displayed in the task bar next to the clock).
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No problems here either, using windows 8.1 too and nothing happens when I press Ctrl+Shift+0 anymore. Not sure why it wouldn't work for anybody... :/ Impatiently waiting for the CORE 2.0! Please give us a release soon. <3
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Yes, I would l like to try out the unfinished version of zerg 2.0 to test. Is it possible to upload a hotkey file?
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Only possible to upload files that I've made. Haven't made the files for zerg yet. Only made one for random.
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