• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 07:33
CET 13:33
KST 21:33
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)9Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns6[BSL21] Non-Korean Championship - Starts Jan 103SC2 All-Star Invitational: Jan 17-1822Weekly Cups (Dec 22-28): Classic & MaxPax win, Percival surprises3
StarCraft 2
General
Chinese SC2 server to reopen; live all-star event in Hangzhou Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns SC2 All-Star Invitational: Jan 17-18 Weekly Cups (Dec 22-28): Classic & MaxPax win, Percival surprises Starcraft 2 Zerg Coach
Tourneys
$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) WardiTV Winter Cup WardiTV Mondays SC2 AI Tournament 2026 OSC Season 13 World Championship
Strategy
Simple Questions Simple Answers
Custom Maps
Map Editor closed ?
External Content
Mutation # 507 Well Trained Mutation # 506 Warp Zone Mutation # 505 Rise From Ashes Mutation # 504 Retribution
Brood War
General
Potential ASL qualifier breakthroughs? BGH Auto Balance -> http://bghmmr.eu/ I would like to say something about StarCraft BW General Discussion StarCraft & BroodWar Campaign Speedrun Quest
Tourneys
[Megathread] Daily Proleagues [BSL21] Grand Finals - Sunday 21:00 CET [BSL21] Non-Korean Championship - Starts Jan 10 SLON Grand Finals – Season 2
Strategy
Game Theory for Starcraft Simple Questions, Simple Answers Current Meta [G] How to get started on ladder as a new Z player
Other Games
General Games
Mechabellum Beyond All Reason Stormgate/Frost Giant Megathread Awesome Games Done Quick 2026! General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas
Community
General
US Politics Mega-thread European Politico-economics QA Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Trading/Investing Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List TL+ Announced
Blogs
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
Psychological Factors That D…
TrAiDoS
James Bond movies ranking - pa…
Topin
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2548 users

[G] TheCore - Advanced Keyboard Layout - Page 328

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 326 327 328 329 330 432 Next
Antylamon
Profile Joined March 2011
United States1981 Posts
Last Edited: 2014-05-13 00:41:53
May 13 2014 00:39 GMT
#6541
Out of curiosity, Jak, what do you mean by "Main Army" for Terran? Do you mean everything, all attacking units, or just all attacking units besides MM and Ghosts?
Ninjury_J
Profile Joined August 2012
Canada408 Posts
May 13 2014 01:03 GMT
#6542
Jak,

Small development with the Swarm Host (zerg layout).

"Spawn Locust" exists for both the burrowed and unburrowed SH, but the two can actually have different inputs. This means that spawn locust can be on I/R, the same button that SH burrow is on. Right now spawn locust is on 8 so this would be a significant improvement in key score.
“The supreme art of war is to subdue the enemy without fighting."- Sun Tzu
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
May 13 2014 01:37 GMT
#6543
Main Army is a loose term. I think its best to put all the attacking units in there, but I'm not 100% committed to the idea just yet.
Commentatorhttps://www.youtube.com/JaKaTaKtv
MoonFan
Profile Joined July 2013
Vietnam55 Posts
May 13 2014 02:24 GMT
#6544
Hi Jak, on TheCore Terran, do you think rally hotkey is useful? I have been having problem with setting rally point sometime make my flying building fly around
Mossmyr
Profile Joined May 2011
Sweden35 Posts
May 13 2014 09:32 GMT
#6545
G'day!

Perhaps it has been suggested before (or already fixed in the upcoming version), but why isn't High Templar Feedback on rapid-fire? I've changed mine
onlainari
Profile Joined May 2014
Australia1 Post
Last Edited: 2014-05-13 12:07:16
May 13 2014 12:07 GMT
#6546
On May 13 2014 18:32 Mossmyr wrote:
G'day!

Perhaps it has been suggested before (or already fixed in the upcoming version), but why isn't High Templar Feedback on rapid-fire? I've changed mine

I think feedback is on both / and i, and i is the rapid fire key.

Jak, can you confirm you're Thomas Labonte? I made a paypal donation and I thought your name was Jacques for some reason.
It's not until you learning something you realise how little you know.
HerrPfotig
Profile Joined July 2012
Germany39 Posts
May 13 2014 12:43 GMT
#6547
US qwerty TRM:
Since the CC CG is now on 0(Zero), what would you think about putting:
[-] as produce SCV
[P] as Scan
[I] as MULE
JDub
Profile Joined December 2010
United States976 Posts
May 13 2014 14:20 GMT
#6548
On May 13 2014 18:32 Mossmyr wrote:
G'day!

Perhaps it has been suggested before (or already fixed in the upcoming version), but why isn't High Templar Feedback on rapid-fire? I've changed mine

You have to be careful with rapid-fire feedback. If feedback doesn't kill the unit you are feedbacking, you can waste a lot of energy feedbacking units with little to no energy.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
May 13 2014 15:12 GMT
#6549
@moonfan
I don't really see the point of the rally key. Why not just shift click the floating building? The amount of time a building is in the air is usually quite low during optimal play.

@mossmyr
rapid fire feedback is in TheCore as an alternate. Sometimes you want to use it. other times it is really bad to use it.

Commentatorhttps://www.youtube.com/JaKaTaKtv
JDub
Profile Joined December 2010
United States976 Posts
May 14 2014 01:57 GMT
#6550
On May 14 2014 00:12 JaKaTaK wrote:
@moonfan
I don't really see the point of the rally key. Why not just shift click the floating building? The amount of time a building is in the air is usually quite low during optimal play.

@mossmyr
rapid fire feedback is in TheCore as an alternate. Sometimes you want to use it. other times it is really bad to use it.


I disagree with regards to the set rally key. There are times when "just shift click the floating building(s)" isn't a good answer. For example, late game TvZ, you have a ton of barracks with reactors and you want to shift some of them to tech labs. You give them the orders to lift and build tech labs, but your base is crammed so some of them have to fly a little bit. Then you realize you need to change your rally point.
Ninjury_J
Profile Joined August 2012
Canada408 Posts
May 14 2014 04:01 GMT
#6551
Is there a reason not to have the functionality?
“The supreme art of war is to subdue the enemy without fighting."- Sun Tzu
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
May 14 2014 14:01 GMT
#6552
@ninjury
I suppose there's no reason not to have it. There may be a lot of overlap though, so It'll probably have to be on close bracket.
Commentatorhttps://www.youtube.com/JaKaTaKtv
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
May 14 2014 16:57 GMT
#6553
well beedebdoo is doing some mind blowing work. Will share as soon as I understand it all
Commentatorhttps://www.youtube.com/JaKaTaKtv
Morik
Profile Joined August 2010
65 Posts
Last Edited: 2014-05-14 21:47:15
May 14 2014 18:11 GMT
#6554
Hi JaKaTaK: I have a few questions about TheCore.

I've been away from SC2 for a couple years and am getting back into it. Looking over the recommendations for control groups for zerg (I'm using ZLR), I see only mass-groupings.
E.g., all mutas on one key, all melee on another, etc.

I also notice there is no key for transport overlords or for detection overseers--any thoughts for these?

One reason I wanted to use TheCore was for superior army splitting capabilities (for multi-pronged attacks, harass, drops, diversions, etc). Instead of having roughly 3-4 control groups handy (really 5-6, but 2 are taken by bases & injecting queens), I'd have 8.
Do you have any recommendations for freeing up some control groups?
I realize in most games I won't build every unit type and could perhaps reuse some of those groups on a per-game basis.
But I'm guessing doing so would prevent my muscle memory from developing properly.

Any thoughts on this?

EDIT: One more question.
For rapid fire injection, what would get screwed up if I rebound the following for ZLR:
- inject alternate is '
- perform AI command (or whatever its called) alternate changed from i to '

I realize this means that "rapid fire" abilities won't be available on i anymore... not having played any HOTS yet, I'm wondering whether this would be an issue?

EDIT 2: Yet another: with no control group (presumably) for keeping a single hatchery on, how do you monitor larva injects?
Jump to a base cam to check on the timing?
Just get a sense of how long they take by playing lots of games?
Something else?
HerrPfotig
Profile Joined July 2012
Germany39 Posts
May 14 2014 19:55 GMT
#6555
Hello,
something that bothers me for some time now, escpecially for mechplayers:

unsiege/unburrow is on the indexfinger as is attack, it makes shiftqueuing unsiege and attackmove commands really awkward.

the same thing can be said for using the ringfinger for both abilities, but in that case shiftqueiung -unsiege-attackmove-siege-targetfire(with index and mouse or mouse rightclick) wouldnt be a finger repetition

Hope I didn´t mess up anything
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
May 14 2014 22:44 GMT
#6556
HOLY SHIT

We got way the fuck in over our heads with this one. We desperately need help, with math. Specifically in the statstics and analysis subsection of math. This is what we did:

https://docs.google.com/spreadsheets/d/140gNhKs_1VCG6JJ9ijvEblKI9UQcpUKDTPap5t_kBeU

But we haven't got a clue if it's actually meaningful. If you can help. hit me up:

thejakatak@gmail.com
Commentatorhttps://www.youtube.com/JaKaTaKtv
Antylamon
Profile Joined March 2011
United States1981 Posts
May 14 2014 23:06 GMT
#6557
Wait... what does x mean in Ability/CG KS x?
HerrPfotig
Profile Joined July 2012
Germany39 Posts
Last Edited: 2014-05-14 23:31:56
May 14 2014 23:18 GMT
#6558
The 4th Ability in the Keyscore ranking would be in TRM QWERTY be K for the abilities on Index and Ringfinger


P=Attack = 1
I=Stim = 2
;=Ability3 = 3
K=Ability4 = 4

and so on

1 and 2 are left out because they are on the homerow keys
YoTcA
Profile Joined February 2011
Germany151 Posts
Last Edited: 2014-05-14 23:51:27
May 14 2014 23:33 GMT
#6559
The spreadsheet looks quite nice. But I do not understand the rule behind the summating of the keyscores.
Looking at the Ability KS 6: purple counts one key twice ( 2/- ), some groups have a 3:3 distribution of abilities (blue, red and teal) per finger and some a 4:2 distribution (yellow and green). Some groups skip a key (red and teal), some dont. Is there a rule behind all this?

Besides that I switched the diagrams to line diagrams instead of bar. Felt like it was better to understand the trend of each combination.

edt: And what do the numbers on the right side of the keyscores mean (cells F5:F14 and J5:J10 etc.)?

edt2: fixed some errors
HerrPfotig
Profile Joined July 2012
Germany39 Posts
May 14 2014 23:49 GMT
#6560
Examples are all on US Qwerty

So I just post my thoughts and questions. Maybe its already been thought and im just not seeing it or someone smarter understands the RAW data better and can explain me.

1. Why did you put decreasing factors on the harder to press cgs and abilities? That totally messes up the data in the average and the sum.

2. The base of TheCore was always which SINGLE keys are pressed the most, but it never took into consideration if there was a pattern of keyCOMBINATIONS.

Press CG for CCs build 3 SCVs calldown 3 MULEs

or

Press CG for MM, Attackmove(=Attack with keyboard + mouseclick), Stim

common keycombinations should get the lower combined keyscores:

for example pressing I,O,P is very fluent and simple
as is K,L,:

but they would get a hugely different keyscore in the current TheCore

it´s not practical to have EVERY combination totally easy to press, but a combination that happens in 66% of all games could be worth putting in. Especially Caster CGs should get a miniHomerow of their own my opinion

current example CCs moved to 0(zero
(a) easy combination would be [0],[-] for building scvs
(b) harder to press combination would be [0],[;]



but combination (b) be would get a lower combined keyscore, although its harder to accomplish.

ahhh perhaps now i get totally flamed but its ok everybody is allowed to have thinking kinks^^
Prev 1 326 327 328 329 330 432 Next
Please log in or register to reply.
Live Events Refresh
RongYI Cup
11:00
Qualifier 1
WardiTV1037
Rex130
TKL 89
3DClanTV 79
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Rex 130
TKL 89
StarCraft: Brood War
Britney 48055
Horang2 3300
Shuttle 1780
Stork 758
Zeus 528
Mini 474
EffOrt 392
Larva 367
Hyuk 363
Rush 363
[ Show more ]
BeSt 303
Soma 290
firebathero 286
Light 277
Last 254
ZerO 246
Leta 163
ggaemo 163
hero 132
Sharp 131
Hyun 105
Pusan 102
Barracks 89
Mind 53
Killer 46
HiyA 46
Aegong 45
ToSsGirL 41
Free 40
sorry 39
Sea.KH 37
Movie 31
Nal_rA 27
Sacsri 21
yabsab 20
Noble 14
Shine 10
Bale 10
Terrorterran 8
Icarus 3
Dota 2
XcaliburYe677
Fuzer 205
ODPixel196
Counter-Strike
x6flipin630
Super Smash Bros
Mew2King80
Heroes of the Storm
Khaldor209
Other Games
singsing2812
B2W.Neo1700
Sick136
ZerO(Twitch)13
Railgan2
Organizations
Other Games
BasetradeTV38
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• Berry_CruncH238
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• Migwel
• intothetv
• Kozan
• IndyKCrew
StarCraft: Brood War
• blackmanpl 44
• ZZZeroYoutube
• STPLYoutube
• BSLYoutube
Dota 2
• lizZardDota2145
League of Legends
• Nemesis4057
• Jankos3426
• Stunt1346
Upcoming Events
WardiTV Invitational
1h 27m
ByuN vs Percival
Percival vs Rogue
Percival vs Classic
ByuN vs Classic
ByuN vs Rogue
Classic vs Rogue
IPSL
7h 27m
DragOn vs Sziky
Replay Cast
20h 27m
Wardi Open
23h 27m
Monday Night Weeklies
1d 4h
WardiTV Invitational
1d 23h
WardiTV Invitational
2 days
The PondCast
3 days
OSC
3 days
OSC
4 days
[ Show More ]
All Star Teams
5 days
INnoVation vs soO
sOs vs Scarlett
uThermal 2v2 Circuit
5 days
All Star Teams
6 days
MMA vs DongRaeGu
Rogue vs Oliveira
Sparkling Tuna Cup
6 days
OSC
6 days
Liquipedia Results

Completed

Proleague 2026-01-10
Big Gabe Cup #3
META Madness #9

Ongoing

C-Race Season 1
IPSL Winter 2025-26
BSL 21 Non-Korean Championship
OSC Championship Season 13
Underdog Cup #3
NA Kuram Kup
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025

Upcoming

CSL 2025 WINTER (S19)
Escore Tournament S1: W4
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Rongyi Cup S3
Thunderfire SC2 All-star 2025
Nations Cup 2026
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.