[G] TheCore - Advanced Keyboard Layout - Page 75
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mcht
Germany201 Posts
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RonRacer
Netherlands5 Posts
Hopefully the remaining layouts will be updated soon I will see if I can update 0.4 to 0.5 myself if not guess I just have to wait a few more days. right? :crossesfingers: | ||
JaKaTaKSc2
United States2787 Posts
On September 25 2012 02:47 mcht wrote: so is 0.5 coming today ? 0.5 is coming as soon as I can get a hold of Spoof, who is doing the program to create the layout files. Other than that, the work is done. | ||
Sickan
Sweden19 Posts
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JaKaTaKSc2
United States2787 Posts
Please comment and contribute any ideas you might have that will make this document better! https://docs.google.com/spreadsheet/ccc?key=0AtFSjIb2ibJTdFQ4LVlIcllUUWtGUVY4cWxyLXd6QUE Thanks :D and yes... we need to find spoof. | ||
Scion
United States12 Posts
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JaKaTaKSc2
United States2787 Posts
On September 25 2012 05:35 Scion wrote: Is there any consideration/ideas into having the main keys be "kop[" instead of "jiop"? Sometimes having my hands spread from ctrl and shift to jiop gets a bit uncomfortable, especially after multiple games. There will be a small version that will be based on KOP[ for people with hands fit better on KOP[ There will also be a large version. :D | ||
Scion
United States12 Posts
On September 24 2012 05:02 JaKaTaK wrote: We should be able to have ;LK for injects. Since most of the time zerg players are injecting 3 locations I feel that this is absolutely worth it. What about injecting 4 locations, which as you had said in the original inject guide was the optimum number late game. It feels significantly more easy to me to have all the injects in a row instead of switching to a different row which is what it sounds like will happen on 4 queen. | ||
aka_star
United Kingdom1546 Posts
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JaKaTaKSc2
United States2787 Posts
On September 25 2012 07:43 Scion wrote: What about injecting 4 locations, which as you had said in the original inject guide was the optimum number late game. It feels significantly more easy to me to have all the injects in a row instead of switching to a different row which is what it sounds like will happen on 4 queen. Optimum is 3. Maximum is 4. Most of the time it'll be 3 though. | ||
JDub
United States976 Posts
On September 25 2012 10:23 JaKaTaK wrote: Optimum is 3. Maximum is 4. Most of the time it'll be 3 though. I'm not sure if you can simplify it like that. If you are going ling-heavy ZvT for example, and you are trading armies constantly, you could be injecting 5+ hatches easily and using the larvae | ||
JaKaTaKSc2
United States2787 Posts
On September 25 2012 10:56 JDub wrote: I'm not sure if you can simplify it like that. If you are going ling-heavy ZvT for example, and you are trading armies constantly, you could be injecting 5+ hatches easily and using the larvae But you would be cutting into your late game APM as well as your late game max army. Instead you could just have more hatcheries and accomplish the same thing with a bigger maxed army and more actions for late game army control. | ||
JDub
United States976 Posts
I have a basic program set up for converting left to right, but not yet being able to convert to the mouse configurations. I was trying out my generated RRM and noticed the discrepancy. Edit: One more question -- in the "More Maps" tab, I'm confused about a couple things. To verify I know how to read the spreadsheet, which row do I look in to find the mappings for the following commands: TerranBuild/SCV EngineeringBay/SCV TerranInfantryArmorLevel1/EngineeringBay ReturnCargo Stim My thoughts would be: SCV Build Basic Engineering Bay Units Units Is that correct? Edit #2: Last question: How do you get 48 different versions? I count 4 layouts (LM, LMM, RM, RMM) for each of the 4 races (P,T,Z,R), which makes 16. | ||
Hancho
Germany89 Posts
On September 25 2012 14:08 JDub wrote: Edit #2: Last question: How do you get 48 different versions? I count 4 layouts (LM, LMM, RM, RMM) for each of the 4 races (P,T,Z,R), which makes 16. On June 03 2012 06:50 JaKaTaK wrote: Selecting your layout Because TheCore strives to be an optimal experience, there will be a layout for each race option, different hand sizes, left and right handed players, as well as for players who do or do not use 4th and 5th mouse buttons. 4 races 2 left and Right 2 mousebuttons 3 hand sizes => 48 | ||
JDub
United States976 Posts
On September 25 2012 18:51 Hancho wrote: 4 races 2 left and Right 2 mousebuttons 3 hand sizes => 48 Have you figured out the mappings for the different hand sizes? I dont see them in the data doc | ||
JaKaTaKSc2
United States2787 Posts
On September 25 2012 14:08 JDub wrote: Quick question about RLM 0.5 -- Is it a mistake that build assimilator and refinery are both on F, while build extractor is on R? Or is that intentional? I have a basic program set up for converting left to right, but not yet being able to convert to the mouse configurations. I was trying out my generated RRM and noticed the discrepancy. Edit: One more question -- in the "More Maps" tab, I'm confused about a couple things. To verify I know how to read the spreadsheet, which row do I look in to find the mappings for the following commands: TerranBuild/SCV EngineeringBay/SCV TerranInfantryArmorLevel1/EngineeringBay ReturnCargo Stim My thoughts would be: SCV Build Basic Engineering Bay Units Units Is that correct? all gas buildings should be the same, Nice catch, thanks :D SCV Build Basic Engineering Bay SCV MMM 3/5 ain't bad Have you figured out the mappings for the different hand sizes? I dont see them in the data doc everything is moved horizontally one key to the left or right | ||
maLaK1
Germany124 Posts
i want to get accustomed to the new layout | ||
Antylamon
United States1981 Posts
On September 26 2012 07:19 maLaK1 wrote: any update on 0.5 release date(zrm)? i want to get accustomed to the new layout On September 25 2012 03:33 JaKaTaK wrote: 0.5 is coming as soon as I can get a hold of Spoof, who is doing the program to create the layout files. Other than that, the work is done. | ||
JaKaTaKSc2
United States2787 Posts
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xHadoken
United States171 Posts
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