[G] TheCore - Advanced Keyboard Layout - Page 328
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Antylamon
United States1981 Posts
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Ninjury_J
Canada408 Posts
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. | ||
JaKaTaKSc2
United States2787 Posts
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MoonFan
Vietnam55 Posts
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Mossmyr
Sweden35 Posts
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
Australia1 Post
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. | ||
HerrPfotig
Germany39 Posts
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
United States976 Posts
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
United States2787 Posts
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. | ||
JDub
United States976 Posts
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
Canada408 Posts
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JaKaTaKSc2
United States2787 Posts
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. | ||
JaKaTaKSc2
United States2787 Posts
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Morik
65 Posts
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
Germany39 Posts
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
United States2787 Posts
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 | ||
Antylamon
United States1981 Posts
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HerrPfotig
Germany39 Posts
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
Germany151 Posts
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
Germany39 Posts
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^^ | ||
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