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[G] TheCore - Advanced Keyboard Layout - Page 339

Forum Index > StarCraft 2 Strategy
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Treznor
Profile Joined March 2014
Denmark29 Posts
June 13 2014 05:37 GMT
#6761
Thanks, and sorry for not reading the faq properly.
sil0r
Profile Joined March 2013
Germany43 Posts
June 14 2014 20:40 GMT
#6762
Hey guys, first of all thanks for the huge amount of work you are putting in this great project!
I have a quick question: In the suggested control groups for Terran, why did you change the CC hotkey from 9 to 0? I know I can use it the way I like it, but I guess you had a good idea for this one. I liked it on 9 cause the followup commands like Mule were easier to press. Which leads me to another question do you press 0 with your idex or middlefinger?
Also if you need help with the terran layout count me in; I was diamond with terran last season, maybe I can add something to the discussion. Cheers
The early third hatches the drone
varsovie
Profile Joined December 2013
Canada326 Posts
June 15 2014 22:54 GMT
#6763
Which leads me to another question do you press 0 with your idex or middlefinger?


[image loading]
blaze13
Profile Joined February 2014
United States24 Posts
Last Edited: 2014-06-16 05:51:19
June 16 2014 02:12 GMT
#6764
I'm not sure about 9 vs 0 (might have something to do with keyscore) but yea if you use your middle finger instead of index for 0 mule is still easy to hit.

Basically index and ring finger are only for commands, while pinky and middle finger are only for control groups. This is one of the strengths of the core 2.0 as you can no longer put a control group on the same finger as one of it's commands.

Edit: removed false information about stop command.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
June 16 2014 04:30 GMT
#6765
stop is not an exception to that rule in 2.0... is it?
Commentatorhttps://www.youtube.com/JaKaTaKtv
blaze13
Profile Joined February 2014
United States24 Posts
June 16 2014 05:50 GMT
#6766
Oh, it's actually not an exception. I was mistaken.
Beedebdoo
Profile Joined June 2013
130 Posts
Last Edited: 2014-06-16 08:30:37
June 16 2014 07:58 GMT
#6767
Z//'s keyscore
Right now Z// has a combined keyscore of 4, 2 for each hand. Why doesn't it have a combined keyscore of 6, 3 for each hand?

Reach: 1
Thumb Cramp: 1
Thumb Press: 1
Total: 3

I'm guessing what I've added is Thumb Cramp. As I've understood, Thumb Cramp gets a +1 if the tip of the thumb reaches the index finger, and a +2 if the tip of the thumb reaches below the index finger; both seen from straight above the fingers.

Edit: 2.0 progress source
On June 07 2014 21:26 Coldblackice wrote:
Also, what about the possibility of setting up an active list of current "question-mark keys" in development right now? I think it'd be both helpful and expedient to have a sort of mini-wiki that people can look to in order to see what the current development "debate" is undergoing.
On June 09 2014 00:17 JaKaTaK wrote:
I agree that the development process could be smoothed out. It's difficult to keep up just by reading the thread. I'm totally down for a wiki, or public document or something of the like, just so long as I don't have to manage it. I'm maxed out on time, so I can't afford to add more things to my plate. Would you be interested in setting up/managing such a thing?
While this is not meant to be a lasting alternative to something like a wiki, I've sketched a 2.0 Progress sheet in the TheCore Master Spreadsheet.

Disclaimer: As I've made it by myself and my own interpretations, the quality and correctness of the sheet cannot be guaranteed. Take it with a grain of salt.
YoTcA
Profile Joined February 2011
Germany151 Posts
June 16 2014 14:45 GMT
#6768
@Beedebdoo: Nice ^^. But arent we done with the ability and CG weighting for Zerg, or am I missing something? (I do not have much time to spare atm, so it is hard to stay up to date )

I would like to propose a change of the general abilities (stop, hold position, patrol) for Zerg and maybe the other races:
I do not see the higher value of the 'stop' command compared to the 'hold position' command. They both do basically the same thing. But the 'hold position' command is also forcing the unit to stand still. So I think it has more uses than the 'stop' command (blocking choke points, lings in mineral lines etc). Therefore it should be more important than the 'stop' command and be placed on a better key.
Also I think the 'patrol' command adds additional usability, where the 'stop' command would only add a simmilar command like the 'hold position' command. Therefore I would propose to also treat it with a higher priority than the 'stop' command.
This would lead to a ordering like this: hold position > patrol > stop.
(the ordering atm is: stop>hold position>patrol)
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
June 16 2014 15:08 GMT
#6769
stop has a particular use with stutter step micro. Although I am not 100% on the extent of its uses. It in the least is better because the units don't just stay where they are. and while looking at the patrol key it seems more useful than stop, but it very rarely has practical in-game applications and almost never time sensitive ones.

The debate in my mind is between stop and hold position. We need much more extensive research on the uses of each one before we make a decision. This thread will be a good start:

Uses of Stop, Hold Position and Patrol
please respond with the uses of stop, hold, and patrol that haven't already been mentioned. Someone make a page on the master spreadsheet to list them.
Commentatorhttps://www.youtube.com/JaKaTaKtv
sil0r
Profile Joined March 2013
Germany43 Posts
June 16 2014 15:14 GMT
#6770
On June 16 2014 11:12 blaze13 wrote:
I'm not sure about 9 vs 0 (might have something to do with keyscore) but yea if you use your middle finger instead of index for 0 mule is still easy to hit.

So why does Harass2 (9: KS=3) get a better keyscore than the CC controlgroup (0: KS=4)?
The early third hatches the drone
Beedebdoo
Profile Joined June 2013
130 Posts
Last Edited: 2014-06-16 18:08:57
June 16 2014 17:02 GMT
#6771
On June 16 2014 23:45 YoTcA wrote:
@Beedebdoo: Nice ^^. But arent we done with the ability and CG weighting for Zerg, or am I missing something? (I do not have much time to spare atm, so it is hard to stay up to date )
Nice catch, it has been fixed.
Edit: Nevermind, now I remember why I set them as not done. They don't have any colour coding to show which finger what should go on. That said, it still was partially incorrect, so good you saw it

On June 17 2014 00:08 JaKaTaK wrote:
Uses of Stop, Hold Position and Patrol
please respond with the uses of stop, hold, and patrol that haven't already been mentioned. Someone make a page on the master spreadsheet to list them.
Here you go, a list for applications of Stop, Hold Position and Patrol.
I've added some extra points of my own. There are probably still more.
blaze13
Profile Joined February 2014
United States24 Posts
June 16 2014 18:06 GMT
#6772
Stop can be useful for not letting units clump while re-positioning them.

It might not be the best way to do it but sometimes I will patrol a worker in a circle around opponents base to scout. There is also a medivac trick that uses patrol to auto boost/leave after a building is killed or you load up your units.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
June 16 2014 18:18 GMT
#6773
what do you mean by not letting them clump. How does that work?

also can you elaborate on the patrol trick?
Commentatorhttps://www.youtube.com/JaKaTaKtv
blaze13
Profile Joined February 2014
United States24 Posts
Last Edited: 2014-06-16 21:55:52
June 16 2014 19:44 GMT
#6774
Say you have a group of marines in a spread out formation selected and then you right click a spot. All of the marines will then go to and clump around that spot. If you however click a little farther away than that spot instead, and then use the stop command while they are over the spot you want them to stop on they will instead stop while still being in formation.

Edit: I should note that they are more likely to clump when you have a larger group.

The medivac thing you unload command the ground in an enemy base, shift patrol, shift boost, shift right click retreat.

Medivacs on patrol will follow units (not sure if it's only biological) in the area that are either attacking or damaged. Once that is no longer true the medivac will move on to it's next queued up command.

So once you want to retreat you select your dropped units and right click the medivac. The medivac will now boost away with the units automatically.

Edit 2: here is a quick video of what I am talking about:
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
June 16 2014 22:27 GMT
#6775
have you tried the medivac trick with attack move?
Commentatorhttps://www.youtube.com/JaKaTaKtv
blaze13
Profile Joined February 2014
United States24 Posts
June 17 2014 02:08 GMT
#6776
I don't think so. Can you just attack move the ground or do you have to attack buildings/units?
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
June 17 2014 14:34 GMT
#6777
an attack command issued on the ground is an attack move command.
Commentatorhttps://www.youtube.com/JaKaTaKtv
blaze13
Profile Joined February 2014
United States24 Posts
June 17 2014 16:10 GMT
#6778
Ah just tried it out. That seems to work just as well, nice.
brothersadcase
Profile Joined May 2014
11 Posts
June 18 2014 11:30 GMT
#6779
About patrol, I use patrol to stutter-step sometimes if I'm worried that I'll hit one of my own guys. The only downside is it looks really messy, cause of all the little rally lines that appear.
KonanTenshi
Profile Joined June 2012
Sweden210 Posts
June 18 2014 13:36 GMT
#6780
Whenever I press Alt gr my camera moves back to the main CC.

I'm on a nordic keyboard using the TLR (terran large right handed?) for nordic.

this makes me unable to create camera positions.
Curious
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