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[G] TheCore - Advanced Keyboard Layout - Page 346

Forum Index > StarCraft 2 Strategy
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Ninjury_J
Profile Joined August 2012
Canada408 Posts
Last Edited: 2014-07-31 19:24:33
July 31 2014 19:23 GMT
#6901
Obvious problem for Zerg: eggnog keying is awesome with ctrl and quite bad with shift. Workaround: use ctrl shift to deselect additional larva. I still don't like it though, because I find ctrl shift to be way less reliable than either alone.

Edit: eggnog hotkeys should totally be a thing.
“The supreme art of war is to subdue the enemy without fighting."- Sun Tzu
sil0r
Profile Joined March 2013
Germany43 Posts
July 31 2014 19:46 GMT
#6902
On July 31 2014 05:32 Beedebdoo wrote:
It will be revised before release. F/K, while definitely comfortable, requires you to move 2 fingers off of the homerow, compared to 4/9 and D/L. That's why the combination with D/L currently has a priority of 3, while F/K has 5. Let me know what you think about that.
On the topic of combinations, we could make it more complicated by assuming that most build basic commands are given right after a base camera and selection of an SCV. And then we could assume stuff like "You won't be building many Engineering Bays at your fourth and fifth" and factor that it.

Since Z// is on the thumb, shift-queuing would result in finger repetition. It's very plausible that this is not enough to make up for just how akward D/L → 5/8 is, imo. How about R/I → X/.?


I have to agree with you about the current state of the BB-priority. Just tested building a few hundred of buildings in the hotkey trainer. I guess my initial problem was resting the unused fingers on the homekeys. I forced myself to hover them and it felt much better.

I --> . for Sensor tower feels better than L --> 8.

Maybe we should look into the bunker now. It has a rather slow combination and sometimes it's very time sensitive. Maybe adding an alternative on "/" would do the trick as an emergency key.
The early third hatches the drone
AnotherNoob
Profile Joined July 2014
Brazil1 Post
August 01 2014 02:41 GMT
#6903
So... I'm going to finally buy sc2 in the following days, and I have a question:
Which keybindings should I use? The standard ones from blizz? The Grid of which seems logical at first hand
(and easy to understand, although it could not be very pratical given how complicated/different all the 3 races are, so TheGrid could be helpful for say, Terran, but when you switch to protoss the bindings are counterintuative for things like spells... keep in mind this is just my noobie speculations)...

Or should I use TheCore? And also, which one of TheCore should I use?The Lite version or 1.0?Because there's no files on the download link for 2.0 so I think you guys are still working out on that..

Also, it appears that my keyboard layout don't have it's own bindings, of which it might sucks, because it's similar to the Portugal one but with some keys swaped around a bit, so I heard you guys can just make some simple changes to have it in my language, so if anyone is willing to help me here is my layout:

http://upload.wikimedia.org/wikipedia/commons/1/17/KB_Portuguese_Brazil.svg

and the similar one but slightly different:

http://upload.wikimedia.org/wikipedia/commons/2/2c/KB_Portuguese.svg

Thanks for anyone that helps me and glhf :D

PS:What is up with so different versions of the Lite? Didn't fully understand all the options on the Lite one....
HerrPfotig
Profile Joined July 2012
Germany39 Posts
August 01 2014 08:26 GMT
#6904
I have been testing Orange for a few days and I prefer it over Purple(which i was using since april).

My CG Setup is the following(US QWERTY):

P MM
- Air(Viking+Raven+Banshee+BC)
[ Ghost
H Siege(Tank+WM)
" Drop1(Hellion)
M Drop2(Reaper)/early game building SCV
N Medivacs for mainarmy
= Raven


Slashiepie
Profile Joined May 2013
107 Posts
August 01 2014 09:45 GMT
#6905
On July 31 2014 23:17 JaKaTaK wrote:
One of the biggest reasons I'm looking into this is:

If we use shift for CGs we can layer the cameras under ANY KEY

That means your first 4 cameras are your 4 home keys!!! Crazy, right? It might be worth moving recall camera to something else if almost all the cameras are significantly easier to press.

edit:

keep in mind, we could use shift for add to CG and ctrl for create, but there's more synergy by doing it the other way. We could also do something like ctrl for recall cam, shift for add to and ctrl shift for create. the main thing is, using shift for one of the control group functions.


By all means!!! Im all up for this!!
CrazyFabiO
Profile Joined April 2011
Germany28 Posts
August 01 2014 10:06 GMT
#6906
So it seems that (at least for terran) it would be best to 'Create CG' on Shift, 'Add to CG' on Ctrl, 'Create Cam' on Ctrl+Shift and 'Recall Cam' on Alt .
However, it IS possible to bind 'Center on Current Selection' to Ctrl+Shift, so this will go just fine if 'Create Camera' is binded to Ctrl+Shift+Key.


So discussion for this solution is:

Cons:
- What also would be lost is the Auto-Cast, depending on where the Cams should be. (In the terran case, only autocast interceptors while offracing would be on the homerow.)
- The only major thing that would be lost seems to be the nice shift-queing for workers.
So you need one more extraclick on shift to do that.

Pros:
- Allows to set and recall Cams on the homerow
- Allows for nice shift-queing for new created CG(one click less), which would IMO be very nice for harassing control groups
- Conserves Ctrl-Adding to CG
- Conserves centering on current selection when creating cams
CrazyFabiO
Profile Joined April 2011
Germany28 Posts
Last Edited: 2014-08-01 22:14:13
August 01 2014 22:13 GMT
#6907
I tried Create CG on Shift and recall cam on Alt out a bit, but i have to say, that this reaching between Alt and Shift with the thumb, what you have to do everytime you shift-queue something after a camera, is very unconfortable

And to come to Jaks point, that with create on shift we can layer cameras all over the ability keys and the homerow: We can also do that we the free cameras (recalled with ctrl+key), where we already have binded two of them (rally and utility) to the homerow.
So IMO it is not needed to change the modifiers, shift-queing workers is more important than shift-queueing new control groups. :-)
Mutaller
Profile Blog Joined July 2013
United States1051 Posts
August 01 2014 23:10 GMT
#6908
I tried the core lite and I plan on switching to the normal core for the thumb on shift benefits. Should I wait for 2.0? I am zerg if that matters.
"To practice isn't for you to get better now in the present. Practice will never betray you and will always come back for you in the future." -Jaedong
MoonFan
Profile Joined July 2013
Vietnam55 Posts
August 02 2014 00:55 GMT
#6909
thecore 2.0 for zerg is already out afaik
Mutaller
Profile Blog Joined July 2013
United States1051 Posts
Last Edited: 2014-08-02 01:46:48
August 02 2014 01:41 GMT
#6910
??? it is empty
https://www.dropbox.com/sh/45abgobelbh5om4/AACSfti3jfmFzt9DJQdm9r1da/TheCore/TheCore 2.0
"To practice isn't for you to get better now in the present. Practice will never betray you and will always come back for you in the future." -Jaedong
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
August 02 2014 02:52 GMT
#6911
TheCore 2.0 is still a work in progress, but you can download the beta version from the github.
Commentatorhttps://www.youtube.com/JaKaTaKtv
Mutaller
Profile Blog Joined July 2013
United States1051 Posts
August 02 2014 03:11 GMT
#6912
Hey jak I just downloaded 2.0 from github I noticed that your subgroup is at mouse buttons. I use the razer abyssus so I don't have side buttons on my mouse. What would you recommend for subgroup modifiers?
"To practice isn't for you to get better now in the present. Practice will never betray you and will always come back for you in the future." -Jaedong
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
August 02 2014 03:32 GMT
#6913
probably enter or close bracket. But if you're down to sacrifice other things, feel free to get creative.
Commentatorhttps://www.youtube.com/JaKaTaKtv
Beedebdoo
Profile Joined June 2013
130 Posts
August 03 2014 21:00 GMT
#6914
Shift-Create CG discussion
For a better perspective, I've tried to compile some of all the points made, which are relevant to the discussion, like Egg-hotkeying being good on Ctrl.

The following assumptions were made:
  1. Every modifier for 'Key' is always bound to something. E.g. a Ctrl+Key command wont work if you're holding down Ctrl+Shift+Key.
  2. Hold and Release for Ctrl+Shift are both a single action, if both modifiers were pressed or released simultaneously.
  3. Auto-cast on Alt is not an issue. You can bind Alt+'Key' even if an auto-cast ability is bound to 'Key'.
  4. Abilities and Recalling CGs stays on no-mod.
+ Show Spoiler [Reasoning for assumptions] +
  1. If this wasn't assumed, no-mod would be ideal in every situation because modifiers could be held down as needed, while the intended command would still respond. If we were assuming otherwise, we wouldn't be using the mod+Key combinations to their fullest potential. Forgoing this assumption could lend itself to interesting setups, but I haven't been able to image anything particularly reliable.

  2. If neither Ctrl nor Shift is held down, and both needs to be for the following command, the order doesn't matter, and the action can be condensed to 1 for simplicity when writing down the sequences.

    Compare the following sequences:
    1. Hold Ctrl		1. Hold Ctrl+Shift
    2. Key 1 2. Key 1
    3. Hold Shift 3. Key 2
    4. Key 2 4. Release Ctrl+Shift
    5. Release Ctrl+Shift
    What you'll likely experience is that the right sequence is easier. Viewing Ctrl+Shift as a single action makes it easier to roughly compare the speed two sequences by simply looking at the number of commands.

  3. Every ability with auto-cast can have an alternate bound to a shared auto-cast key where nothing is bound to Alt+Key. Global commands always take priority over abilities, including auto-cast, so things can be bound on top of the main binds for the auto-cast abilities.

  4. See spoiler for Ability and Recall CG below.


+ Show Spoiler [Ability] +
TL;DR: Abilities can only be on no-mod.

Long version: You can't bind mod+Key to an ability through the GUI, but you can by text-editing the hotkey file. However, if we don't ignore conflicts* the following limitations will apply:
  1. The same command cannot have both Key and mod+Key.
  2. The same Command Card cannot have Key and mod+Key, even on 2 different spells.
  3. If mod+Key is bound to an ability, and Key is bound to a global command, the global command will take priority**, even when holding down mod. This limitation is in effect, even when ignoring conflicts.
Due to these severe limitations, I haven't been able to find any use for this utility.
Limitations found through my own testing, please let me know if you find any fallacies. It could change TheCore.

*You can bind conflicting elements to the same key, for example 2 abilities in the same Command Card, and it will work in game, based on some priorities. But whenever you reload your hotkey file, all but 1 of the conflicting elements will unbind.
**Assuming that it can be accessed. Recalling CG #, when it is empty is thus an exception for example.

+ Show Spoiler [Recall CG] +
Assuming that abilities stay on no-mod, CGs would also be ideal on no-mod because of the incredibly common CG → Ability sequence, e.g. macro, spell casting, 1a2a3a. We also want CGs and Abilities on different fingers to avoid finger repetition for said sequence, which makes the fact that they're competing for the no-mod keys fine. Layering CGs on top of abilities would without heavy planning cause finger repetition. The benefits could be crazy 4 ability home rows with 4 recall CG layered on top, but with the CG → Ability sequence, I find it difficult to advocate for.

+ Show Spoiler [Add to CG] +
  1. Adding unit types
    Shift			Ctrl			Ctrl+Shift		Alt
    1. Hold Ctrl		1. Hold Ctrl		1. Hold Ctrl		1. Hold Ctrl
    2. Left-Click unit 2. Left-Click unit 2. Left-Click unit 2. Left-Click unit
    3. Release Ctrl 3. Add to CG 3. Hold Shift 3. Release Ctrl
    4. Hold Shift 4. Release Ctrl 4. Add to CG 4. Hold Alt
    5. Add to CG 5. Release Ctrl+Shift 5. Add to CG
    6. Release Shift 6. Release Alt
    • For Shift and Alt, it might be better to Double-Click instead of using Ctrl.
    • Examples of "Adding unit types":
      1. Egg-hotkeying
      2. Rally
      3. Adding morphing units to their own CG (Banelings, Archons, Brood Lords, Hellbat/Hellion)

  2. Egg-hotkeying by deselcting larva
    Shift						Ctrl+Shift
    1. Hold Ctrl+Shift				1. Hold Ctrl+Shift
    2. Left-Click Larva 2. Left-Click Larva
    3. Release Ctrl 3. Add to CG
    4. Add to CG 4. Release Ctrl+Shift
    5. Release Shift
    • Saves a command for both possible modifiers, but is also more unreliable.
In cases where we don't want to add all of a single unit type, the fastest modifier is generally the best. When adding unit types, Ctrl is by far the best, followed by Ctrl+Shift, then Shift, then Alt. This is, IMO, sufficient to defend Ctrl under general circumstances.

+ Show Spoiler [Create CG] +
  1. Splitting off scout/harass from CG
    Shift			Ctrl			Ctrl+Shift		Alt
    1. Hold Shift		1. Hold Shift		1. Hold Shift		1. Hold Shift
    2. Deselect unit(s) 2. Deselect unit(s) 2. Deselect unit(s) 2. Deselect unit(s)
    3. Create CG 3. Release Shift 3. Hold Ctrl 3. Release Shift
    4. Release Shift 4. Hold Ctrl 4. Create CG 4. Hold Alt
    5. Create CG 5. Release Ctrl+Shift 5. Create CG
    6. Release Ctrl 6. Release Alt
    • Scouts:
      1. Watch-tower
      2. Spotters for drops, bases, movement paths, enemy army, etc.
    • Harass:
      1. A group of units (Zealots, Banelings, Widow Mines, etc.)
      2. Medivacs + Show Spoiler +
        Splitting off a loaded Medivac and its contents from CG
        Shift			Ctrl			Ctrl+Shift		Alt
        1. Recall Army CG	1. Recall Army CG	1. Recall Army CG	1. Recall Army CG
        2. Right-Click Medivac 2. Right-Click Medivac 2. Right-Click Medivac 2. Right-Click Medivacs
        3. Hold Shift 3. Hold Shift 3. Hold Shift 3. Hold Shift
        4. Deselect Medivac 4. Deselect Medivac 4. Deselect Medivac 4. Deselect Medivac
        5. Create Army CG 5. Release Shift 5. Hold Ctrl 5. Release Shift
        6. Release Shift 6. Hold Ctrl 6. Create Army CG 6. Hold Alt
        7. Create Army CG 7. Release Ctrl+Shift 7. Create Army CG
        8. Release Ctrl 8. Release Alt

  2. Separating unit types from CG
    Shift			Ctrl			Ctrl+Shift		Alt
    1. Hold Ctrl+Shift	1. Hold Ctrl+Shift	1. Hold Ctrl+Shift	1. Hold Ctrl+Shift
    2. Deselect unit(s) 2. Deselect unit(s) 2. Deselect unit(s) 2. Deselect unit(s)
    3. Release Ctrl 3. Release Shift 3. Create CG 3. Release Ctrl+Shift
    4. Create CG 4. Create CG 4. Release Ctrl+Shift 4. Hold Alt
    5. Release Shift 5. Release Ctrl 5. Create CG
    6. Release Alt
    • Commonly used for splitting off morphing units:
      1. Banelings
      2. Archons
      3. Brood Lords
      4. Hellbat/Hellion
Shift and Ctrl+Shift seems to be the best options: Shift is slightly better at splitting off scout/harass. Ctrl+Shift is slightly better at removing unit types. Alt is bad in general, and Ctrl is bad when it comes to splitting off scout/harass/etc.

Since Shift is best at sequence 1 and Ctrl+Shift at sequence 2, one could be seen as better if its sequence is more frequent/time sensitive.
  1. Neither of the two sequences looks convincingly more time sensitive.
  2. Splitting off unit types seems mostly relevant for morphing, so splitting off scout/harass might be the more frequent action.
  3. Shift is in general a faster mod.
I can't make a conclusion based on much here, but Shift seems better, IMO.

+ Show Spoiler [Recall Camera] +
I'm primarily going to look at basecams here, because free-cams can chose mods more freely.
  1. Shift-queuing back worker to minerals
    Shift			Ctrl			Ctrl+Shift		Alt
    1. Hold shift		1. Hold Ctrl		1. Hold Ctrl+Shift	1. Hold Alt
    2. Recall Cam 2. Recall Cam 2. Recall Cam 2. Recall Cam
    3. Right-Click mineral 3. Release Ctrl 3. Right-Click mineral 3. Release Alt
    4. Release Shift 4. Hold Shift 4. Release Ctrl+Shift 4. Hold Shift
    5. Right-Click mineral 5. Right-Click mineral
    6. Release Shift 6. Release Shift
    • Ctrl+Shift assumes that we unbind Ctrl+Shift+Right Mouse Button for Quick Ping.
    • Shift-queuing back workers is mostly relevant for Terran and Protoss, because they can do it after building. All 3 races can do it after completing a scouting route, e.g. checking opponents base, own nat/third for proxy.

  2. Camera inject on 3 bases.
    Shift			Ctrl			Ctrl+Shift		Alt
    1. Inject		1. Inject		1. Inject		1. Inject
    2. Hold Shift 2. Hold Ctrl 2. Hold Ctrl+Shift 2. Hold Alt
    3. Recall Cam 1 3. Recall Cam 1 3. Recall Cam 1 3. Recall Cam 1
    4. Left-Click Hatchery 4. Left-Click Hatchery 4. Left-Click Hatchery 4. Left-Click Hatchery
    5. Recall Cam 2 5. Recall Cam 2 5. Recall Cam 2 5. Recall Cam 2
    6. Left-Click Hatchery 6. Release Ctrl 6. Left-Click Hatchery 6. Release Alt
    7. Recall Cam 3 7. Inject 7. Recall Cam 3 7. Inject
    8. Left-Click Hatchery 8. Left-Click Hatchery 8. Left-Click Hatchery 8. Left-Click Hatchery
    9. Release Shift 9 .Inject 9. Release Ctrl+Shift 9 .Inject
    10.Hold Ctrl 10.Hold Alt
    11.Recall Cam 3 11.Recall Cam 3
    12.Left-Click Hatchery 12.Left-Click Hatchery
    13.Release Ctrl 13.Release Alt
    • We could ensure that Inject doesn't have anything bound to Ctrl/Alt+Key. This would reduce the number of commands from 13 to 11 for Ctrl and Alt recalls.

  3. Rally / Selecting all mining workers for evacuation/RF Splitting
    Shift			Ctrl			Ctrl+Shift		Alt
    1. Hold Shift		1. Hold Ctrl		1. Hold Ctrl+Shift	1. Hold Alt
    2. Recall Cam 2. Recall Cam 2. Recall Cam 2. Recall cam
    3. Release Shift 3. Select a worker 3. Release Shift 3. Release Alt
    4. Hold Ctrl 4. Release Ctrl 4. Select a worker 4. Hold Ctrl
    5. Select a worker 5. Release Ctrl 5. Select a worker
    6. Release Ctrl 6. Release Ctrl
    • For Shift and Alt, it might be better to Double-Click instead of using Ctrl.
    • Rally cams can be on a different mod than worker evacuation because it's not a basecam.
    • Rally's ideal mod is somewhat based on Add to CG's mod. If Alt is Add to CG, then Rally might be ideal on Alt aswell. + Show Spoiler [Alt example] +
      Alt
      1. Hold Alt
      2. Recall Cam
      3. Double-Click unit
      4. Add to CG
      5. Repeat 3 and 4
      6. Release Alt

  4. Warp-in
    Shift			Ctrl			Ctrl+Shift		Alt
    1. Select Warpgates	1. Select Warpgates	1. Select Warpgates	1. Select Warpgates
    2. Hold Shift 2. Hold Ctrl 2. Hold Ctrl+Shift 2. Hold Alt
    3. Recall Cam 3. Recall Cam 3. Recall Cam 3. Recall Cam
    4. Hold unit key 4. Release Ctrl 4. Release Ctrl 4. Release Alt
    5. Hold unit key 5. Hold unit key 5. Hold unit key
    • Keep in mind that Shift and Ctrl+Shift gain double rate of fire when warping in with RF, because you stay in Targeting Mode.
For Terran and Protoss, Shift and Ctrl+Shift are the ideal, IMO, because of shift-queuing back from buildings is a frequent action. Zerg seems more based on how much weight we put on camera injects. Given how bad non-shift camera inject is, I'd say not using Shift or Ctrl+Shift for basecams would be unfair to Zergs who do not have access to rapidfire inject and prefers camera inject, which is not okay for a stock version.

Homerow + Ctrl+Shift vs. CG keys + Shift
As said above, I think that Shift and Ctrl+Shift are ideal for basecams. The problem with Shift, is that it can only be bound on top of CGs, because binding them on top of abilities, would make shift-queuing those abilities impossible.
To visually compare the two options, I attempted with this sheet found in TheCore Master Spreadsheet. The sheet works like the Overview sheet, but I've removed Ctrl and Alt and unimportant bits for each race. Cam 1-6 are set up on both the Shift and Ctrl+Shift modifier to compare. Seeing both in a stock version would be very unlikely.
Cam 1 and 2 are best on shift, since it's homerow and a faster modifier. As we go down, Ctrl+Shift gain more of an advantage, especially seen with Cam 4 for Terran and Protoss. However the importance of the camera also decreases as we go down, since you're less likely to recall to your 6th base than to your nat.
IMO, Shift is slightly better for recall. The faster keys doesn't quite make up for the slower mod. But it's close.

+ Show Spoiler [Create Camera] +
Create Camera is not a very frequent action for basecams. It also doesn't seem to have any obvious modifier combinations like Ctrl Add to CG. Therefore it makes sense for it to be on the leftover mod+Key combinations. Given that Alt seems to be a poor option for Add to CG, Create CG and Recall cam, it makes sense for Create cam to stay there for basecams.

One thing to note about creating basecams is the combination with Center on Selection for creating basecams:

Center on Selection is incompatible with Ctrl, Shift and Ctrl+Shift
The aforementioned modifiers have general uses in-game, which cannot be rebound to different modifiers.
    Ctrl: Select all of the selected unit type on screen/selection screen
    Shift: Shift-queue an action. Add to/remove from selection
    Ctrl+Shift: Add/remove all of the selected unit type on screen/selection screen
Since these modifier actions can't be rebound and will be seen ingame, Center on Selection on any of these modifiers is likely to be hindering to gameplay / frustrating / confusing.


+ Show Spoiler [Conclusions] +
  1. For Add to CG, Ctrl looks like the best mod by quite a lot.
  2. For Create CG either Shift or Ctrl+Shift is ideal.
  3. For Recall Basecam, either Shift or Ctrl+Shift is ideal.
  4. Everything seems to be pretty terrible on Alt, so it's ideal for creating basecams as it is the only reasonable modifier left when Add to CG, Create CG and Recall Basecam have picked theirs.
Based on these conclusions, the current setup should be, if not optimal, then near optimal. The alternative is swapping mods for Create CG and Recall Basecam:
    Pros
    • Faster mod-key for Create CG
    • Faster keys for Recall Basecam
    • Slightly faster to split off scout/harass/etc. from CG
    • Slightly faster to select all workers in a base after recalling cam to it.

    Cons
    • Slower mod-key for Recall Basecam
    • Slightly slower to split off unit types from CG (e.g. Banelings from Zerglings)
    • Slightly slower to warp in from warp in cam
      • Unless it's going to use Shift unlike basecam, which would require an exception for how to create CG for 1 CG, or a slow key for the cam

    Notes
    • Recall Basecam receives a slower mod, but faster keys. The net effect is debatable and influenced by finger split, but IMO it's slower. See details in the bottom of the Recall Camera spoiler.



@sil0r
I know there was a problem some time ago when Ctrl+I was recall for a camera and it would occur that you jump to this loctation when dropping widowmines and wanted to burrow [I] them after selecting both [WM's] with ctrl-click.
Yea, that's a technique that includes intentionally holding down Ctrl while pressing Activate. To enable that technique, we settled on adding an alternate is Active when needed.

Maybe we should look into the bunker now. It has a rather slow combination and sometimes it's very time sensitive. Maybe adding an alternative on "/" would do the trick as an emergency key.
The thing about buildings, is that they're often placed a few spaces away from mineral lines and thus the highest concentration of workers. This almost negates the whole time sensitive aspect for buildings that aren't often placed in the mineral line (Turrets, Cannons, Crawlers). Z// might still prove useful, but I fear that adding it as an alternate would just be confusing, and deciding between the two binds in the heat of the moment should not be something to bother your brain with. Bunker could still be placed on Z// as primary bind, with the defense that you might want to keep the worker around to repair more often than for other structures. Personally, I'm not convinced though.
varsovie
Profile Joined December 2013
Canada326 Posts
August 03 2014 22:42 GMT
#6915
I love shift for creat CG since when sending raid/scout you simply have to "shift-click" a unit out then keep shift down and hotkey the group. It saves the "holding ctrl too" part.
Mutaller
Profile Blog Joined July 2013
United States1051 Posts
August 04 2014 02:17 GMT
#6916
yeah bringing up shift and control modifiers it is amazing to have ctrl as add and shift to create. Shift to create is great because you hypothetical situation now a person holds shift to have a unit go to a watchtower and then still holding shift press the control group that unit was in rather than ctrl+shift+control group. I know that ctrl+shift helps alot with the camera keys but plain shift has extreme benefits.
"To practice isn't for you to get better now in the present. Practice will never betray you and will always come back for you in the future." -Jaedong
Slashiepie
Profile Joined May 2013
107 Posts
August 04 2014 07:21 GMT
#6917
On August 04 2014 07:42 varsovie wrote:
I love shift for creat CG since when sending raid/scout you simply have to "shift-click" a unit out then keep shift down and hotkey the group. It saves the "holding ctrl too" part.


Yes!
Harassing groups would also be hotkeyed right after you finish the shift queue routine and decide on the hotkey.
Splitting your army in this way seems like a very satisfactory way to do it too.




Slashiepie
Profile Joined May 2013
107 Posts
Last Edited: 2014-08-04 09:44:29
August 04 2014 09:36 GMT
#6918
Do not get me wrong, Sc2 is a macro oriented game, but treating the bunker key combination as a timing of vital importance is definitively an exageration.

Fast Production, and an effective Army and Hotkey Management are way more important. And when it comes to building actions supplies are the number one priority.

Being faster with your army micro is of higher importance than being faster when constructing buildings or researching upgrades. So anything that optimizes Army Management is imo going to offer more rewards than any other optimization. (When it comes to Zerg it is of course vital that Injects are not damaged.)

Autocast is a very specific ability for very specific situation that could simply be bound to a very specific key. Let's say Caps Lock. (You could even physically know if its on or off)


Aetherlift
Profile Joined August 2014
1 Post
August 04 2014 15:57 GMT
#6919
I'm trying out ZRM 2.0 and I'm wondering if there were a way to put the keys for morphing roaches and hydras on different fingers. That seems like one of the most common things where you'll be producing a few of one and then a few of the other.

Currently, hydras are [ and roaches are ; which are both on the index finger. Maybe hydras could go on H, and move corruptors to [? H and ; seem pretty easy to alternate between. Or maybe even hydras on H, mutas on [, and corruptors on M, since mutas are probably built more often than corruptors? This would make it easier to produce corruptors and mutas at the same time too, since they're currently also both on the same finger.
Ninjury_J
Profile Joined August 2012
Canada408 Posts
August 04 2014 16:48 GMT
#6920
I believe that when we decided on the unit priority, we considered putting roach and hydra on different fingers. We decided not to, but unfortunately I dont remember why. Maybe Beed will remember?
“The supreme art of war is to subdue the enemy without fighting."- Sun Tzu
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