Edit: eggnog hotkeys should totally be a thing.
[G] TheCore - Advanced Keyboard Layout - Page 346
Forum Index > StarCraft 2 Strategy |
Ninjury_J
Canada408 Posts
Edit: eggnog hotkeys should totally be a thing. | ||
sil0r
Germany43 Posts
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. | ||
AnotherNoob
Brazil1 Post
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
Germany39 Posts
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
107 Posts
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
Germany28 Posts
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
Germany28 Posts
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
United States1051 Posts
| ||
MoonFan
Vietnam55 Posts
| ||
Mutaller
United States1051 Posts
https://www.dropbox.com/sh/45abgobelbh5om4/AACSfti3jfmFzt9DJQdm9r1da/TheCore/TheCore 2.0 | ||
JaKaTaKSc2
United States2787 Posts
![]() | ||
Mutaller
United States1051 Posts
| ||
JaKaTaKSc2
United States2787 Posts
| ||
Beedebdoo
130 Posts
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:
+ 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:
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] +
+ Show Spoiler [Create CG] +
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.
+ Show Spoiler [Recall Camera] + I'm primarily going to look at basecams here, because free-cams can chose mods more freely.
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.
Shift: Shift-queue an action. Add to/remove from selection Ctrl+Shift: Add/remove all of the selected unit type on screen/selection screen + Show Spoiler [Conclusions] +
Cons Notes @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
Canada326 Posts
| ||
Mutaller
United States1051 Posts
| ||
Slashiepie
107 Posts
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
107 Posts
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
1 Post
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
Canada408 Posts
| ||
| ||