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Hey JaK,
I created a first version of the ZLM 2.0 layout (HOTS multiplayer only) and sent it to you via pull request on github. It is only a first version, but could you run the remapping script, if it is not too time consuming? So people can give it a try and give some feedback on what changes need to be made.
Greetings, YoTcA
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hey hey, I'll get on that as soon as I can 
EDIT: Random and Zerg 2.0 have just been updated! BE WARNED: this shit is going to be messy. We'll be doing our best to clean it up.
You can get them on github.
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I tried the new 2.0 core this afternoon and surprisingly a lot of the key combinations are very smooth. You can hit a lot of keys consecutively without much trouble. However, one thing I didn't like as much was that a lot of important units and abilities were being hit with "-" such as overlord and inject larvae. One of the original modifications I made to the core 1.0 was that I had it so I didn't have to turn my keyboard or twist my wrist. I would probably have to trade that key and switch it around with another key that is closer but one that I could still hit consecutively.
I guess I'll be waiting a bit for things to settle down so that I can decide if I'll make the switch. Also, I'm not really sure how to use the new core 2.0 properly because the cameras,army, macro control groups are set differently. If Jak can make one of those videos that he always does like "How to play Zerg with the new Core 2.0", that'd be great. Like at the start of the game, set up the camera and hatcheries. Once you get the queen, bind the queen. How to spread larvae. How to bind army... etc.
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Hey Bulgogi, The reason why the Overloard is on such a 'bad' key is, that you will build about 25 Overloards in a game. So this button is important in the early game, but will only be pressed about 30 times, if you lose some Ovis. This is the reason we gave the Overloard a lower priority than Drones, Lings and Roaches, as those units are often produced by the hundreds.
Despite that, I share your feeling on the inject button and am searching for a solution. So far the Zerg version does not include any gimmicks like rapid fire injects or creep spread cam. It is just a pretty early version to give the general finger split option we chose a test run. For your question about CGs and Camera keys, they are both on the middle and ring finger. I will try to update the key use overview today. Maybe this will help. _________________________
Another thing I would like to have some feedback on is: Do you prefer consistency with abilities or a lower keyscore? Example Blinding Cloud and Fungal Growth, both aoe spells that feel similar to each other. At the moment both abilities have 2 key binds associated to them, one with a low KS for easy use and one, so both abilities can share a key. As only the first key will show up in the command card, would you prefer to see the key with the lowest KS or the key that provides some consistency by putting both aoe spells on the same button? I feel like the ‘consistency key’ could help with learning the new layout quicker, but the goal of TheCore is to provide the best usability after you know all the hotkeys by heart (what would be a reason for the lowest KS possible).
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I don't use the rapid fire inject system because you have to mash both keys at the same time precisely and it's pretty difficult to do if you're nervous in a match and doing a million other things at once. I also prefer the control of the layered inject cameras. Also I don't use creep cams because I follow my queens instead of a position I have to constantly change.
In my setup, I put fungal growth and abduct on the same key. Why? In a lot of end game situations, that is what happens the most often to me. With viking raven battlecruiser, fungal growth is essential but not blinding cloud. But you can still abduct battle cruisers. With protoss death balls, usually it's to abduct the collosi for roach hydra or fungal the void rays. The only time I would use blinding cloud is for tanks or if the protoss has a lot of templar out and I can't get close enough to their army without getting feedbacked. So you can see why I put it on another key even though blinding cloud and fungal might "feel" the same.
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Hey, guys, I don't have much time today to muck around with the new set, but here are my first thoughts (all about Terran, the only race I play right now).
I still don't like stim on K, but, trying out the new suggested CGs, i.e., main army on I, it's not that bad at all. And actually, I think that main army on I is pretty damn sweet.
I like how a lot of skills have been moved off '-'. Semi-colon is much nicer. If, like me, you've been putting your tanks on L. Semi-Colon is much nicer, quicker and smoother.
For Medivacs, currently heal is on / and load is on -. I think it might be better the other way round. I doubt anyone uses load when you can just right-click, but maybe there'll be times when you'll want to specify a particular unit to heal, fast, and obviously, '-' is a faster press than /. Having said all this, probably you'd be better off using scan move anyway.
For some reason, alternate burrow widow mine is on 7, whereas all the other 'burrow' alts are I. I'm guessing it's to do with rapid-fire, but I'm still a noob, so I can't think why you'd want to rapid fire widow mine burrows.
OK, that's all for now ^ ^
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The zerg layout does currently include both rapid fire inject and creep spread. For righties, queens go on U hit with the pinky, and RF+base came are - and =.
Creep spread (with rapid fire) is on J. The creep cam recalls are all selected with the middle finger on index keys, and set with the index finger on the key to the right of that. So for righties it would be: - (recall) m J (spread) p = (set) i P (recall) m J (spread) p [ (set) i ; (recall) m J (spread) p ' (set) i All holding ctrl Both these systems have the constraint of being able to press O with middle immediately after the sequence to make units or OLs.
Neither of these is especially comfortable at first. However, after 45 minutes of focuses practice last night, i believe it is better than the previous iteration. Creep being on a little staircase like that makes it very easy to know what is what if you mix up your cameras, and pinky up to U isnt terrible when you move your index up at the same time.
By the way, you could put your queens on 0. We believe that U is a better choice because it makes getting back to the hatches for units a bit easier, and because with the rapidfire technique, its not necessary to allocate the queens a supernice key score. Instead the priority is being able to select queens, inject/basecam, and return to hatches are quickly as possible.
If you are having trouble rapid firing two keys, you could remove them from the keyboard and put them back in facing eachother. This makes the highest parts of the keys as close together as possible, making the surface distance of the keys very close. (This only works with a mechanical keyboard though, and be careful taking the keys out.)
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@Bulgogi: Thanks for the feedback. That is a good point I did not think of. atm Fungal and Abduct are already on the same hotkey, so I think we can leave it that way.
@Ninjury_J Ah, that is the reason inject was put on '-' . But I think there are also some players who do not use rapid fire inject (myself included, because my keyboard doesn’t support it) and without the rapid fire or basecam method '-' becomes kind of awkward for one of the most important spells in the game. But I do not see a possibility how to get it on a better key without destroying all the sequences you mentioned. Maybe we could put Inject on [ and the rapid fire Transfuse on -. For me it feels a bit more comfortable. With the 3rd and 4th basecam being on L and K atm, not having to reach up to - makes it a little easier. But I am open for more input on that matter.
Edit: There is a little problem with the Conversion of ZLM to ZRM US. The ‘cancel’ key is rebound from A to Apostrophe (= # in game), where it should end up on Grave (= ‘ in game). The german version looks fine, as far as I checked it.
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One of the founding principles of TheCore is to optimize for optimal play. We have made some exceptions to this in the Random layout because we wanted to provide an option for people looking for a version of TheCore that is "easier to learn". This leaves the Z T and P layouts to really get deep in the optimization. It's important to remember that what we are building is the "stock" version of TheCore, and players are expected to make their own personalization where necessary.
That being said. Rapid Fire inject is currently the fastest most consistent inject method and in optimal play it is used by default. The one exception is when a queen is too far from the hatch it is supposed to inject. In which case the location key method fills in. If there is a case presented that shows a different way to handle injects as optimal, TheCore will change, but for the time being, it remains.
EDIT: A to apostrophe is correct for a US QWERTY keyboard.
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On May 21 2014 00:01 JaKaTaK wrote: One of the founding principles of TheCore is to optimize for optimal play. We have made some exceptions to this in the Random layout because we wanted to provide an option for people looking for a version of TheCore that is "easier to learn". This leaves the Z T and P layouts to really get deep in the optimization. It's important to remember that what we are building is the "stock" version of TheCore, and players are expected to make their own personalization where necessary.
That being said. Rapid Fire inject is currently the fastest most consistent inject method and in optimal play it is used by default. The one exception is when a queen is too far from the hatch it is supposed to inject. In which case the location key method fills in. If there is a case presented that shows a different way to handle injects as optimal, TheCore will change, but for the time being, it remains.
Ok
On May 21 2014 00:01 JaKaTaK wrote: EDIT: A to apostrophe is correct for a US QWERTY keyboard. Ok, I changed my keyboard layout from to US QWERTY in Windows to check the hotkeys ingame. But apparanetly this still mixes up some keys compared to a real US QWERTY keyboard. So nevermind.
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Wasnt checking this thread for a few days so have a question. Is the RRM layout completle finished now?
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nothing is completely finished. Zerg and Random are good for HotS multiplayer for now. There were some errors when I ran the script so I have to find the time to check into them.
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Thank you. ZRM2.0 is better than RRM2.0 to me. I want to watch ZRM2.0 spreadsheets. How to watch?
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Thank you, YoTcA. I play random with ZRM2.0. Can you suggest CG USE? Now I use I key for Command and O key for Rax/Fact/Port.
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Brook,
Might I ask you why you prefer zrm to rrm for random? Your experience and insights may enable us to understand whats awesome about current zrm i'm curious to learn what you think.
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There is a list on the 'Z. Key-use Overview' spreadsheet within 'TheCore Master Spreadsheet' with some suggestions for Zerg. And as there are no suggestions for Terran and Protoss so far, if you feel comfortabel with your CGs, use them. But I need to warn you, that the ZRM layout is still in early development and that the Protoss and Terran layout on ZRM 2.0 are not optimized at all at the moment. Also, even with some optimisations incoming for Terran and Protoss on ZRM 2.0, it will always focus on an optimal layout for Zerg on the cost of the other two races.
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Ninjury_J, I can't use rapid fire inject. So I use cam inject. RRM is uncomfortable for cam inject. Shift j;l;h;9; is so hard. But ZRM is comfortable. Shift o-i-l-k- is so easy. I think Terran and Protoss are similar to me in ZRM and RRM. But It is just my case. I don't know other people think about this.
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@brook why not change inject to make it more comfortable?
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I changed to OL90 and JHMN but not enough. Do you have more comfortable inject?
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