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[G] TheCore - Advanced Keyboard Layout - Page 396

Forum Index > StarCraft 2 Strategy
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MassSpecd
Profile Joined November 2015
13 Posts
November 27 2015 13:39 GMT
#7901
I've begun experimenting with create/steal for certain cgs. Conveniently there were no conflicts with cg 6-10 with alt as the modifier.. Not the optimal choice but good enough for trying it out.. I'll begin switching them to use the normal cg modifiers tonight and post back with the results.. I know I'm not masters or even diamond but the core is built for everyone so hopefully input from both ends of the spectrum will be useful
MilExo
Profile Joined September 2011
South Africa139 Posts
November 27 2015 15:54 GMT
#7902
When discussing this, also keep in mind that "Create" is only needed when recreating a control group. "Add" will also create a control group if it doesn't exist, so only if you accidentally added something which you didn't want would you need to create a control group.

So the question can actually be phrased as: do you ever want to recreate a control group without taking something away from a different control group. When I accidentally create a control group with units and buildings together, it would be good to be able to recreate the control group with only units without removing those units from other control groups and also without removing the buildings from their control groups.
MassSpecd
Profile Joined November 2015
13 Posts
Last Edited: 2015-11-28 01:42:15
November 28 2015 01:32 GMT
#7903
After considering MilExo's point of view, it's apparent that 'add to/steal' is more important than 'add to'.. I never noticed that I was subconsciously using 'add to' to create cg's already.

The potential gains of setting 'add to/steal' to the default 'add to' hotkey are apparent immediately. In my version of The Core I've currently left the normal 'add to' commands unbound with the normal 'create' keys unchanged. The only place I can think of where I would want the add to command is if I wanted a cg that contains my entire army and there is already an easy enough hot key for that.

The combination of create and add to/steal give plenty of room for error in every scenario I've brainstormed about.

After some more consideration, it would be nice to have the create/steal option also.. I can't think of a good way to implement it without messing things up in a serious way. This I think is the one that may only be set for certain cg's, specifically harass or other 'temporary' uses that you may want to overwrite in the near future.
dahappychappy
Profile Joined July 2015
19 Posts
November 29 2015 00:31 GMT
#7904
The thing I found using add steal is when I make a mistake. Like putting my CC in my production control group. I mess up my SCV production. I found having normal add and create steal worked best for me because it was more of a conscious decision to take from a control group.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
November 29 2015 02:39 GMT
#7905
Pretty sure you can replace Create with Create/Steal and you'll get a lot of functionality without having to dig for efficiency. Create/Steal can do everything Create can and if you use shared CGs you can just use add if you need to. Again, not 100% but I've been testing it out for a couple days and its working out for me.
Commentatorhttps://www.youtube.com/JaKaTaKtv
Hungry101
Profile Joined November 2015
25 Posts
November 30 2015 07:03 GMT
#7906
Oh ok, I thought you were planning on replacing both add and create with add/steal and create/steal. But leaving add alone seems like a good idea if it's not too confusing for people.
Parad0x13
Profile Joined December 2015
5 Posts
December 01 2015 01:49 GMT
#7907
Is The Core Visualizer broken? Or is ZRM broken? The latest ZRM and The Core Visualizer do not match

E.g. Assigning Camera 0 is set to Alt+P in The Core Visualizer but is set to Alt+0 (which doesn't work in SC2 LoTV at all)

Many thanks!
Quakecomm
Profile Joined April 2012
United States344 Posts
December 01 2015 03:00 GMT
#7908
On December 01 2015 10:49 Parad0x13 wrote:
Is The Core Visualizer broken? Or is ZRM broken? The latest ZRM and The Core Visualizer do not match

E.g. Assigning Camera 0 is set to Alt+P in The Core Visualizer but is set to Alt+0 (which doesn't work in SC2 LoTV at all)

Many thanks!

Alt+0 has always had issues working. There's away to make it work by disabling a certain hotkey in the windows UI, but I don't know which off the top of my head.
gorkey island is the only good map
Parad0x13
Profile Joined December 2015
5 Posts
Last Edited: 2015-12-01 05:08:37
December 01 2015 03:15 GMT
#7909
Toster1024
Profile Joined October 2015
8 Posts
December 01 2015 11:25 GMT
#7910
@JaKaTaKSc2, it looks like blizzard is changing the way how the burrow/unburrow hotkeys work. This makes it impossible to have same came for unburrow and fungal for infestor. Any comments? On the other hand it makes easier to control an army of half burrowed / half unburrowed roaches, which is pretty cool. The test map is available.

There are some issues though with the new implementation. It should allow to burrow all units no matter if I have half burrowed roaches subgroup active or all burrowed lings subgroup (with some roaches not-burrowed). Current implementation is still slightly inconsistent. You will probably enjoy finding this inconsistencies ;-)

If the change goes through we may need to update the zerg keymaps for TheCore. Need extra key for separate unburrow key. I get used to TheCore2 with slight modifications and I have no idea where can I squeeze an extra ability key.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
December 01 2015 19:07 GMT
#7911
@Toster
Literally testing it right now! really nice upgrade, very happy about it Ofc, this will reflect changes in all the layouts.

The multi-unit burrow issue is certainly interesting. Hadn't noticed that yet.

Plenty of room on the Zerg command cards for the unburrow functionality. Will have to rehaul the 3.0 ground units, but 2.0 users should utilize the spreadsheet to make their decisions on a personal basis.

Shouldn't need to say this, but just in case:

I strongly suggest that no one changes their keys until this is officially patched into the game.
Commentatorhttps://www.youtube.com/JaKaTaKtv
madnessman
Profile Blog Joined May 2009
United States1581 Posts
December 01 2015 20:53 GMT
#7912
On December 02 2015 04:07 JaKaTaKSc2 wrote:
@Toster
Literally testing it right now! really nice upgrade, very happy about it Ofc, this will reflect changes in all the layouts.

The multi-unit burrow issue is certainly interesting. Hadn't noticed that yet.

Plenty of room on the Zerg command cards for the unburrow functionality. Will have to rehaul the 3.0 ground units, but 2.0 users should utilize the spreadsheet to make their decisions on a personal basis.

Shouldn't need to say this, but just in case:

I strongly suggest that no one changes their keys until this is officially patched into the game.


Just wondering, any ETA on v3.0? How significantly different is v3.0 going to be from v2.0? I'm still using v1.0 and I'm wondering if I should start learning v2.0 now or wait for v3.0 to be released. Thanks!
Toster1024
Profile Joined October 2015
8 Posts
Last Edited: 2015-12-01 22:51:33
December 01 2015 22:41 GMT
#7913
@JaKaTaK
The multi-unit burrow issue is certainly interesting. Hadn't noticed that yet

Try the following:
Build a few Ravangers, Roaches and Lings.
Burrow half of Roaches only.
Box Select.

Actual Result: Ravengers subgroup is active and only burrow command is visible. Unburrow is hidden.

Expected Result:
- If among any of active or inactive subgroups there are burrowed units and the active subgroup units support burrow - unburrow command should be available.
- If among any of active or inactive subgroups there are unburrowed units and the active subgroup units support burrow - burrow command should be available.
KDot2
Profile Blog Joined March 2011
United States1213 Posts
December 03 2015 19:46 GMT
#7914
No core 3.0 yet? What do I do in the meantime if Im wanting to use the core in LotV ?
MassSpecd
Profile Joined November 2015
13 Posts
December 03 2015 20:03 GMT
#7915
You read the top of the first post, use the spreadsheet and set the new hotkeys manually.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
December 04 2015 16:28 GMT
#7916
Ravagers do not have an N in them o_O

But seriously, that is a bit of an inconsistency that ought to be adjusted.

Any downside to having both burrow and unburrow available in muti-unit type scenarios?

Releasing a video about this today to increase awareness and hopefully get a change before it goes into the game.
Commentatorhttps://www.youtube.com/JaKaTaKtv
Parad0x13
Profile Joined December 2015
5 Posts
December 05 2015 02:54 GMT
#7917
Just watched the vid JaKaTaKSc2 and I agree that burrow/unburrow for all SC2 units should be incorperated. Also the bug (it is a bug) where all selected units will not burrow/unburrow selectively is very annoying
Toster1024
Profile Joined October 2015
8 Posts
December 05 2015 03:52 GMT
#7918
Thanks for the video. I hope it will get the attention of the Blizzard team for the slight issue. Time to figure out where to squeeze an extra action key (for infestor) in case the change will go through.
Anzki
Profile Joined July 2013
Finland24 Posts
December 05 2015 10:50 GMT
#7919
I figured out the bug i mentioned to jak one day.

So, i wasn't able to add more than one base (or anything) to one of my control groups (ctrl+p) and it would make a little freeze when i try to do it.
Well apparently the Gaming Evolved software that came whit my graphics card driver, is conflicting whit just that one hotkey.

http://i.imgur.com/TxvVXSy.png
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
December 05 2015 17:31 GMT
#7920
How important is TheCore to you in the grand scheme of all things JaKaTaKtv? Looking For feedback!



POLLS! Select as many or as few options as you like when appropriate.

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JaKaPaK Community Thread:
http://www.teamliquid.net/forum/starcraft-2/499652-the-jakapak-community-thread
Commentatorhttps://www.youtube.com/JaKaTaKtv
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