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I think I remember, but I'm not 100% sure if this was the case: We made the key and unit priority in this sheet from A1 to D13. On E1-F13 I've added 2 alternatives. I think we tried that one E, and thought that Overlord would be overrated. Not sure why we didn't do F then.
We might also have intended players to use the middle finger when buildings roaches after pressing the key for hydras with index, but that doesn't explain Muta-Corruptor. Maybe we didn't talk about that.
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The DropBox for 2.0 is empty. Please fix it -- I've been wanting to try this out. Thanks.
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I remember that we actually had a reason for RH to be on one finger and MC to be on another... but I dont remember what that reason was anymore.
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On August 05 2014 09:21 Ninjury_J wrote: I remember that we actually had a reason for RH to be on one finger and MC to be on another... but I dont remember what that reason was anymore.
Just a wild guess, could it be because of the egg hotkeying and the suggested CG used?
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can someone please link the thcore 2.0 on github?
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I'm I right in thinking that drone production is now done with the pinky finger? Just wondering what the thinking was behind that?
Maybe I just need to get used to it but it feels a little uncomfortable to me.
Oh and I just wanted to say a huge thank you for all the work your all putting into this, it's a fascinating project and a real gift to the community.
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Hi,
I just decided to learn TheCore, but I don't have a "Forward Mouse Button"/"Back Mouse Button". Which keys would you recommend to me instead? I'm using the "PRM" version on a German keyboard.
Thanks in advance!
Knatterking
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@knatterking I don't know the german keyboard too well, but I would suggest the german version of "]" or Enter
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Thanks for your answer. But if I did that I'd need to "stretch" my fingers when I use the O group (Gate, Stargate, Robo) and switch through those buildings, or wouldn't I?
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mmm, its a tough situation to be in. You might be able to sac a control group and put it there, or change your build advanced and put next sub on /
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For "Forward Mouse Button" and "Back Mouse Button" without the necessary mouse y use the click on the scroll wheel for Previous Selection and "Shift + Scroll Wheel click" for Next Selection
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On August 05 2014 07:58 Potti wrote: The DropBox for 2.0 is empty. Please fix it -- I've been wanting to try this out. Thanks. 2.0 is not on Dropbox. You'll have to get it through https://github.com/jonnyhweiss/TheCoreConverter.
On August 06 2014 05:40 Quakecomm wrote: can someone please link the thcore 2.0 on github? https://github.com/jonnyhweiss/TheCoreConverter. It's found in the bottom of the OP.
On August 06 2014 06:49 Zanni wrote: I'm I right in thinking that drone production is now done with the pinky finger? Just wondering what the thinking was behind that? For 2.0 Zerg-layouts, yes. The layout uses the pinky and index finger for abilities. Drone and Zergling always get the 2 homerow ability keys. Since Zergling is on the index, same as Attack, Drone goes to pinky. Attack and Drone on the same key is problematic, because SCVs and Probes can't be on the same key as Attack. One key that makes workers regardless of race is really helpful for off-racing.
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What isnt yet done are the suggested CGs for casters/harass etc. Is it more preferable to have CGs, which you will use in rapid sequence, on different fingers (for example Stim MM, Ghost EMP) or do you think it is sufficient to have them on the same finger, because you usually cast a spell or do some further action with each CG?
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@CrazyFabiO: Most of the time it is better to avoid finger repetition when binding your army, because you will not only use the CGs for spell casting, but also for army movement. So when you want to move your whole army over the map, you do not want to have a lot of finger repetition in your army CGs. (although you can argue, that you are attack moving most of the time, which also puts one action between the CG selection. But I think it is a good habit to use alternating fingers for your army CGs.)
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On August 06 2014 14:40 Niyanyo wrote: For "Forward Mouse Button" and "Back Mouse Button" without the necessary mouse y use the click on the scroll wheel for Previous Selection and "Shift + Scroll Wheel click" for Next Selection Thanks, I'm going to try this.
Edit: In the PRM layout, the hotkey for vehicle and ship weapons (armory) is set to E, I guess that should be J, right?
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I don't know if you already noticed: If you unbind Quick Ping off of Ctrl.+Shift+Right Mouse Button you can Shift queue commands e.g. sending worker back to mine minerals after pressing Ctrl + Shift + Camerakey.
Edit: (TRM 2.0) I think you should move Create Cam 8 from Alt+9 to Alt+0 so you wont reset your camera when putting SCV's on autorepair.
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Hi zerg friends. I'm contemplating various creep spread methods. One of the ways we set of the core for zerg is to have an intricate creep cam system. The main plus of this system is that it provides a systematic way to spread creep with hotkeys, but it has a lot of overhead in the ways of setting up and maintaining the cameras. It also only allows for 3 distinct creep paths.
I'm beginning to reconsider the value of such a setup. I think that maybe the minimap might be both faster and more flexible. In addition, it provides you with an excuse to observe the mini map, and frees up more cameras.
What do you think? Are there more mechanical ways to spread creep? What would you do with 3 extra cameras if you had them? If we had substantial evidence that the current method is not optimal, how would you rearrange the extra cameras?
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I made a creep cam setup for myself just a few days ago, and I feel it helps a lot already. I'm not a TheCore user though, I use a custom setup on the good old left side of the keyboard. But it might still be helpful, so I'm posting it.
There are four creep cams total: Alt+Q, Alt+W, Alt+E and Alt+R. I create these Alt+1, Alt+2, Alt+3 and Alt+4. These four hotkeys cover the most important creep paths on the map. If I want to spread creep, I jump to Alt+Q, spread creep and then – this is the best part – I rapidly follow up with Alt+1 and Alt+W so that I can continue making tumours very quickly. With this method, I feel I'm less hesitant to spread creep in tense situations because the time cost is certainly if you don't have godly mouse precision.
It can be argued that four creep cams are too many and are taking too much away from base cams. However, I feel that setting more than four base cams at the beginning of a game is often not too useful because you don't exactly know where you'll expand later in the game, especially on four-player maps. And you can still re-purpose one of the creep cams later on for a fourth or fifth base.
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Hi, is somebody using this on a razer orbweaver?
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Hey Ninjury,
I also think that maintaining the creep cams takes too much time. But I have to mention that I only have practiced it for about 20 minutes, so it could get easier and faster, if you are used to spread creep via cams.
The minimap is nice for spreading creep, because you can see where you need to focus on spreading it further and where it is not as important or already near the enemy’s base. I often do not have enough time to spread all active creep tumors on the map, so I need to focus on a few areas of the map (highway to the enemy, possible alternate attack paths etc). Additionally, like you already mentioned, it increases your overall map awareness, as you are forced to look at the minimap more often.
An alternative to creep cams would be creep tumor control groups. The benefit is, you do not have to arrange your camera every time. You only have to select the new tumors after spreading and recreate the CG. When double clicking the CG your view is centered on the active tumors and they are already selected. Also you can check, if they are still on cool down, or if they are ready to spread. As you normally want to have as many CGs as possible for your units, I think this method is best for creating one creep highway. It can also be used to trigger the creep spread process, because you can check, if the tumors are off cool down. If there is enough time after spreading the initial tumors, the others can be spread via the minimap. The biggest problem with this method is the time the tumors travel when they are spread. So you either have to wait for them to appear on the new location, or you have to come back later one (maybe after spreading the other tumors via the minimap) and then recreate the CG.
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