[G] TheCore - Advanced Keyboard Layout - Page 326
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Akiyo
9 Posts
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JaKaTaKSc2
United States2787 Posts
can you be more specific? | ||
Akiyo
9 Posts
However, If i save both version in 2 different with NEW names that I've not used previously, May 5th version will have 3-6 keys unbound as per my post yesterday - while May 1st's will work perfectly fine with no unbound keys. Now, if i am using either of them and switch back to standard, play a game, then switch back to The Core, both version will have unbound keys - sometime only the upgrades (Terran Vehicles, Evolution chamber stuff etc gets key conflicts or just unbound), sometimes all the camera editing mode is unbound, or just random building/unit key just suddenly unbound. This happens even if i updated both again, with completely new names, but only use the May 5th edition - switch to standard, then switch to May 1st edition - in which May 1st edition will bug out and get a bunch of unbound keys to for no reason whatsoever - My May 1st's SC2Hotkey file will randomly have some keys unbound. (Weapons Free gets unbound 90% of the time if through this method.) What annoys me is that while there is a pattern reproducible - the unbound keys have next to no consistency or whatsoever, and the May 5th's edition's key conflict makes identifying whether its just SC2 being wonky or it's the May 5th's own fault even harder... (Not to mention I can't find the correct upgrade hotkeys anywhere in the Master list - only Build and Unit Skill, and there is some changes in the May 5th edition that I am not sure if i should follow - I noticed some keys like ; - = I P have swapped usage.) Sorry if the post is confusing, I've tried to get the Key working too much time for the past few days and I want to try to make the issue reproducible for you =S (...On the few time where it works properly after I get lucky and stopped touching any of the menu and hotkey stuff, though, the key system is amazing. I've already learned Terran build Hotkeys and can Macro at a Silver level on Step 1 - It's not much maybe to the veterans, but damn I feel accomplished.) | ||
Ninjury_J
Canada408 Posts
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Quakecomm
United States344 Posts
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somesuchnonsense
United States19 Posts
Just click the link for RRM and then right click the "Raw" button towards the top of the page and select "save link as" | ||
Quakecomm
United States344 Posts
On May 11 2014 06:20 somesuchnonsense wrote: @Quakecomm Just click the link for RRM and then right click the "Raw" button towards the top of the page and select "save link as" thanks man (^_^) | ||
brook8128
Korea (South)66 Posts
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Ninjury_J
Canada408 Posts
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somesuchnonsense
United States19 Posts
Most useful CGs as I see it are: CC/upgrade, unit production, bio, army, ghost, raven, tanks (mostly just for focus firing banelings), vikings, and at least 2 for drops/ harass/ scouting. I'd love to hear what other people use/ think would be useful. I like that 2.0 is making CG usage more flexible, but that is almost a downside for obnoxiously indecisive over thinkers like me. | ||
JaKaTaKSc2
United States2787 Posts
This would be a huge change, but I am really considering it. WTF DO Y'ALL THINK!? Get at me! | ||
YoTcA
Germany151 Posts
On the one hand I think this would benefit bad habits more than it should. With one army CG really easy to press I would feel tempted to mostly use this one CG, because of how uncomfortable the other CGs would feel compared to it. I also feel like that for most players, macro is the key feature they have to get better at, so by taking away a macro CG from the home row the focus could slip a little from the macro improvement. It would also make the time a bit harder, when you are in pure macro mode with only some scout units moving around aka the first few minutes of the game. On the other hand, we are talking about switching one macro CG to a key like 9 (RRM)/?3? (LRM) that is also easy to press, so the change would maybe not be as big as I made it look in the first part of this post. Also, how many SCVs/Probes are there build in a game? Something like 80 to 100, depending on how many of them got killed. And how many mules are called down, or how many Chrono Boosts are used? So maybe it would not be that big of a thing, to have to reach a little further to build those workers and use those abilities, compared to have a little more comfortable army CG. But this does not apply for Zerg. Hatcheries are the main unit producing structure, needed in every segment of the game. As I am not hotkeying my queens and rather use the screen location manual injects, I would not mind using the queen hotkey for army (am already checking out what unit is best suited for it on RRM). But this cannot be applied to all the other inject methods, and thereby lead to inconsistencies in the random layout, when P and T only need 1 CG on the home row and Z needs 2. Keep in mind I am not really experienced in playing T and P. Only played random for a while after TheCore2.0 was released. So I might be all wrong with deprioritizing the nexus and the orbital in my post. So I thnk this really could be a thing for the P and T layout of TheCore 2.0. And that Zerg can freely chose if they want to bind their queens on the 2nd home row CG or some army units. The random layout would then again have to consider which end of the bargain it wants to take to keep up the consistency over all races. Greetings YoTcA | ||
HerrPfotig
Germany39 Posts
do you mean CC/Production/UpgradeBuildings merges to one HomeRow CG and the other macro CG transforms into a micro CG, or do you mean that a micro CG (not on the HomeRow) swtiches with a HomeRow CG? Greetings HerrPfotig | ||
Ninjury_J
Canada408 Posts
For zerg, it certainly seems like queens and hatches are the most important and most used control groups. I don't think that any amount of unit control is more beneficial than injects and making units and overlords. One idea i was messing with though was putting queens and hatches together. Because ideally one makes units after injects, there is technically no additional button to press. Of course, other time there would be, but perhaps this minor efficiency lost is made up by a "new" control group. | ||
JaKaTaKSc2
United States2787 Posts
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YoTcA
Germany151 Posts
Now I think I get the problem that you are trying to solve. Ok, so far I came up with 2 possible solutions or rather ideas, as I not have thought them through. 1. Switch the usage of the pinkie and the ring finger. I feel like this could solve the awkwardness of the heavy pinkie usage a bit, because you are rarely spamming abilities that much as you use your CGs while moving the army, especially the double press for jumping to the army. (I mostly play Zerg, it could be different for the other races) And the most important abilities could still be on keys with a good score. As there seems to be more keys with a good key score on the ring and index finger, I would propose the next adjustment: 2. You mentioned in the video, that the main problem resides in the 14 abilities of the larvae. Is it possible to use a modifier for building units as well? I would not mind to use shift+P to build ultralisks instead of just P for lings or something along that line. I think this could help with reducing the necessary key count and thereby allowing point 1. I see the problem of finger repetition by building ultralisks and then eggbinding them to a CG (SHIFT – CTRL), but maybe there are also keys that could be used with strg+key to build units. Concerning your other thought on switching the ranged and the melee group: 1. I think the melee units should be on the key with the better score, because you normally want to move them before the ranged units to avoid getting them stuck behind the ranged units. 2. I also think this should be flexible for each race. A Terran going for bio rarely has any melee units, unless the medivacs are bound to this CG. Also a Zerg going for ling/infestor/ultra, will not have that much ranged units. So maybe it would be a good idea to rename those 2 into “army 1” and “army 2” hotkeys and maybe suggest a usage for each race. I have not played enough random to know if this could be confusing. For example using 9 for Marines and Lings, and H for Medivacs and Roaches. No idea if it can happen that you think ‘I need ranged units’ as Zerg and press 9 instead of H, because you are used to having your marines there. Or if it is more like thinking ‘I need roaches’ and knowing that roaches are always bound to H. | ||
JaKaTaKSc2
United States2787 Posts
unfortunately blizzard doesn't allow modifiers to be in the command card. the CG stuff is definitely flexible. I like the suggestion of using the terms army 1 and 2 in order to differentiate. | ||
somesuchnonsense
United States19 Posts
I agree with the idea of switching unit production to pinky. In my games with 2.0 I've already been using unit production on pinky and CCs on ring. I guess mistakenly. It has worked well enough and even makes a kinda of sense in that you are always moving from left to right (on RRM). I'm also fine with moving CCs off the home row. While I might access the CC control more than others, it is rarely time critical to do so. The only exception with this is throwing down a scan in the middle of a fight for detection. That's really the only downside I see to putting CCs on as going from 9 or 0 to ; is a bit awkward for me. I can't really do it comfortably without moving my hand a bit. Not really the biggest deal, but something to consider. On the other hand, I didn't find the same discomfort with hitting stim from having the main army CG on H. H-> K -> P is only slightly less smooth than O -> K -> P for me. Also I'm mostly in the habit of hitting stim from my marine/marauder CG Since if I have ghosts in the main army CG they take priority over MM. | ||
HerrPfotig
Germany39 Posts
edit: sorry ignore this post | ||
somesuchnonsense
United States19 Posts
Could you elaborate why switching unit production to pinkie would slow down the overall layout? | ||
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