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[G] TheCore - Advanced Keyboard Layout - Page 328

Forum Index > StarCraft 2 Strategy
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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^^
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