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[G] Unit/Structure Selection Priority

Forum Index > StarCraft 2 Strategy
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Orek
Profile Joined February 2012
1665 Posts
Last Edited: 2013-03-07 06:37:01
December 01 2012 09:31 GMT
#1
[G] Unit/Structure Selection Priority


[image loading]

NO DRUGS. Ghost has a higher selection priority than marine/marauder, preventing stimpack usage.


Introduction
Everyone has done it before. If you are a Terran, you’ve seen a ghost or raven boxed together with your bio army annoyingly prevent stim at battle. If you are a Protoss, you’ve seen a HT or mothership override sentry command cards at bottom right, causing you to miss crucial forcefields. If you are a Zerg, you’ve seen a drone from a cancelled hatchery that is hotkeyed together with other hatcheries hinder your favorite SDDDDDDDD, and the drone meaninglessly just stop at “S” command in the middle of nowhere. All these are because every unit/structure has a predetermined priority level. When different units/structures are selected together, certain unit/structure takes over the command cards and therefore spell/ability use. From experience, we already know how this works for typical unit compositions, or some of you have even read http://wiki.teamliquid.net/starcraft2/Unit_Hotkey_Priority before. However, not everything is explained. What about structures? What about interracial priority in team games? Which spell/ability would your marine/siege tank/zergling/baneling/zealot/stalker/sentry army use when you are the last guy standing in a 4v4 game? In order to account for any combination of units/structures within a race or among three races, I have done a comprehensive research on this subject, testing all units and structures that I can think of.

List
+ Show Spoiler +

Priority from highest to lowest. High priority = small number.

ALL
+ Show Spoiler +

001 Queen
002 Queen (burrowed)
003 Raven
004 Infestor
005 Infestor (burrowed)
006 Mothership
007 Ghost
008 High Templar Hallucination
009 High Templar
010 Corruptor
011 Baneling
012 Battlecruiser
013 Sentry
014 Baneling (burrowed)
015 Marine
016 Phoenix Hallucination
017 Phoenix
018 Roach
019 Roach (burrowed)
020 Marauder
021 Warp Prism Hallucination
022 Warp Prism
023 Brood Lord
024 Broodling
025 Siege Tank
026 Mutalisk
027 Viking
028 Carrier
029 Ultralisk
030 Ultralisk (burrowed)
031 Banshee
032 Stalker Hallucination
033 Stalker
034 Overseer
035 Colossus Hallucination
036 Colossus
037 Thor
038 Overlord
039 Medivac
040 Void Ray Hallucination
041 Void Ray
042 Hydralisk
043 Hydralisk (burrowed)
044 Hellion
045 Zergling
046 Zergling (burrowed)
047 Archon Hallucination
048 Archon
049 Reaper
050 Immortal Hallucination
051 Immortal
052 Infested Terran
053 Point Defense Drone
054 SCV
055 Dark Templar
056 Infested Terran (burrowed)
057 Changeling
058 Zealot Hallucination
059 Zealot
060 MULE
061 Observer
062 Drone
063 Drone (burrowed)
064 Orbital Command
065 Orbital Command (lifted)
066 Command Center
067 Supply Depot (raised)
068 Refinery
069 Barracks
070 Engineering Bay
071 Missile Turret
072 Bunker
073 Sensor Tower
074 Ghost Academy
075 Factory
076 Starport
077 Armory
078 Fusion Core
079 Command Center (lifted)
080 Factory (lifted)
081 Starport (lifted)
082 Barracks (lifted)
083 Supply Depot (lowered)
084 Probe
085 Planetary Fortress
086 Warp Gate
087 Spine Crawler (uprooted)
088 Spore Crawler (uprooted)
089 Larva
090 Tech Lab (independent)
091 Auto-Turret
092 Tech Lab (with Barracks)
093 Tech Lab (with Factory)
094 Tech Lab (with Starport)
095 Nexus
096 Pylon
097 Assimilator
098 Gateway
099 Forge
100 Fleet Beacon
101 Twilight Council
102 Photon Cannon
103 Stargate
104 Templar Archives
105 Dark Shrine
106 Robotics Bay
107 Robotics Facility
108 Cybernetics Core
109 Hatchery
110 Extractor
111 Spawning Pool
112 Evolution Chamber
113 Hydralisk Den
114 Spire
115 Ultralisk Cavern
116 Infestation Pit
117 Nydus Network
118 Baneling Nest
119 Roach Warren
120 Spine Crawler (rooted)
121 Spore Crawler (rooted)
122 Lair
123 Hive
124 Greater Spire
125 Creep Tumor
126 Nydus Worm
127 Reactor
128 Baneling Cocoon
129 Zerg Cocoon
130 Brood Lord Coccoon
131 Overseer Cocoon
132 Infested Swarm Egg


Terran Units
+ Show Spoiler +

003 Raven
007 Ghost
012 Battlecruiser
015 Marine
020 Marauder
025 Siege Tank
027 Viking
031 Banshee
037 Thor
039 Medivac
044 Hellion
049 Reaper
054 SCV
060 MULE


Zerg Units
+ Show Spoiler +

001 Queen
002 Queen (burrowed)
004 Infestor
005 Infestor (burrowed)
010 Corruptor
011 Baneling
014 Baneling (burrowed)
018 Roach
019 Roach (burrowed)
023 Brood Lord
024 Broodling
026 Mutalisk
029 Ultralisk
030 Ultralisk (burrowed)
034 Overseer
038 Overlord
042 Hydralisk
043 Hydralisk (burrowed)
045 Zergling
046 Zergling (burrowed)
052 Infested Terran
056 Infested Terran (burrowed)
057 Changeling
062 Drone
063 Drone (burrowed)
089 Larva
128 Baneling Cocoon
129 Zerg Cocoon
130 Brood Lord Coccoon
131 Overseer Cocoon
132 Infested Swarm Egg


Protoss Units
+ Show Spoiler +

006 Mothership
008 High Templar Hallucination
009 High Templar
013 Sentry
016 Phoenix Hallucination
017 Phoenix
021 Warp Prism Hallucination
022 Warp Prism
028 Carrier
032 Stalker Hallucination
033 Stalker
035 Colossus Hallucination
036 Colossus
040 Void Ray Hallucination
041 Void Ray
047 Archon Hallucination
048 Archon
050 Immortal Hallucination
051 Immortal
055 Dark Templar
058 Zealot Hallucination
059 Zealot
061 Observer
084 Probe


Terran Structures
+ Show Spoiler +

053 Point Defense Drone
064 Orbital Command
065 Orbital Command (lifted)
066 Command Center
067 Supply Depot (raised)
068 Refinery
069 Barracks
070 Engineering Bay
071 Missile Turret
072 Bunker
073 Sensor Tower
074 Ghost Academy
075 Factory
076 Starport
077 Armory
078 Fusion Core
079 Command Center (lifted)
080 Factory (lifted)
081 Starport (lifted)
082 Barracks (lifted)
083 Supply Depot (lowered)
085 Planetary Fortress
090 Tech Lab (independent)
091 Auto-Turret
092 Tech Lab (with Barracks)
093 Tech Lab (with Factory)
094 Tech Lab (with Starport)
127 Reactor


Zerg Structures
+ Show Spoiler +

087 Spine Crawler (uprooted)
088 Spore Crawler (uprooted)
109 Hatchery
110 Extractor
111 Spawning Pool
112 Evolution Chamber
113 Hydralisk Den
114 Spire
115 Ultralisk Cavern
116 Infestation Pit
117 Nydus Network
118 Baneling Nest
119 Roach Warren
120 Spine Crawler (rooted)
121 Spore Crawler (rooted)
122 Lair
123 Hive
124 Greater Spire
125 Creep Tumor
126 Nydus Worm


Protoss Structures
+ Show Spoiler +

086 Warp Gate
095 Nexus
096 Pylon
097 Assimilator
098 Gateway
099 Forge
100 Fleet Beacon
101 Twilight Council
102 Photon Cannon
103 Stargate
104 Templar Archives
105 Dark Shrine
106 Robotics Bay
107 Robotics Facility
108 Cybernetics Core


This is what the word "comprehensive” requires in my standard. Let me know if I missed something. Bolded = structure. The only ones I didn’t test were vespene geyser, xel’naga tower, scantipede, Artosis bot 2000 etc. because they are somewhat tangent neutral objects. Well, no campaign-only diamondback etc. either.


Notes (general)
+ Show Spoiler +

The list alone might not be self-explanatory enough.

No Exception
Priority level is universal. When A<B and B<C, then always A<C. No matter how many different units/structures are selected in whatever order, priority follows the list consistently.

Tab
Pressing tab while having selected multiple types of units/structures cycles through them and allows you to use spell/ability/production from units/structures that don’t have the highest priority. Many Terran players use this to cycle through barracks-factory-starport while having them all in a same hotkey rather than 3 different ones. Also, some Protoss players press tab once to blink stalkers because stalker has the second highest priority after sentry in the deathball without HT/mothership.
[image loading]
Tab-selected units=stalkers are highlighted.

Same Priority
As obvious as it sounds, units/structures of the same type have exactly the same priority. However, I do not know how they are ordered among them at the bottom of the screen. Order of birth seems irrelevant. This randomness(?) is responsible for Zerg units made from a undesirable larva at a distant hatchery when all hatcheries are hotkeyed together. All larvae have the same priority, but the first larva could be from your main or 3rd depending on… purely luck(?)
[image loading]
These 24 marines have the same priority, but what determines who fits where among them?

Unit vs Structure
Generally speaking, units have higher priorities than structures when selected together, but there are a few exceptions.

Why?
It seems that priority is determined primarily by "SubgroupPriority value" each unit/structure has. Open map editor -> Data -> Units in XML view for
[image loading]
Ordering some with this value,
+ Show Spoiler +

21 Queen
19 Raven
18 Ghost
17 High Templar
16 Sentry
15 Marine
15 Phoenix
15 Roach
14 Brood Lord
...
07 Immortal
06 SCV
05 Zealot
04 Drone
04 Orbital Command
03 Barracks
03 Planetary Fortress
02 Tech Lab
02 Nexus
02 Nydus Worm
01 Reactor

Not a single unit/structure contradicts actual test results in-game. Other factors must exist for tie situations, but this SubgroupPriority value is the main contributor for sure.


Notes (unit/structure specific)
+ Show Spoiler +

Mode
Siege tank has tank mode and siege mode.
Viking has fighter mode and assault mode.
Warp prism has transport mode and phasing mode.
Ghost has weapons free state and hold fire state.
However, all these are irrelevant when it comes to priority.
[image loading]
Again, I’m not sure how order within the same unit type is determined.

Barracks/Factory/Starport
Add-on attached is irrelevant. Reactor – regular – tech lab order is consistent at the bottom of the screen, but it plays no role in changing priorities.
[image loading]
Pressing tab once, all factories are highlighted together regardless of different add-ons.

Tech Lab and Reactor
Tech labs’ priorities depend on the main structures they are attached to. On the other hand, all reactors have the same priority despite different main structures.

Lifted Structures
Once lifted, these structures no longer have the same priorities as the landed ones until they land again.

Supply Depot
Lowered supply depot literally has a lower priority than raised supply depot by a large margin within Terran structures.

Spine/Spore Crawler
Just like raised/lowered supply depot, uprooted and rooted crawlers have different priorities.

Creep Tumor
Active creep tumor or not is irrelevant.

Changeling
Normal/marine/zergling/zealot form changelings all have the same priority.

Broodling
Whether it is spawned from a broodlord or a dead structure is irrelevant. It is kind of obvious, but I tested just in case.

Cocoons
Yes. Even cocoons have priorities. Not surprisingly, cocoons are at the bottom of the list with infested swarm egg being the lowest of all. Blizzard can't nerf it any further

Neural Parasited Units
NPed enemy units are nothing special. They follow the list, too as if they were your own or your teammate’s units from beginning.

Burrowed Units
Burrowed units have slightly lower priorities than their fellows on ground.

Hallucination
Unlike burrowed units, hallucinated units have, interestingly, higher priorities than real units of the same type. Not that it matters for gameplay ever, but who knew?

Dark Templar
Dark Templar has 2 different graphics: with dagger or with double scythes. However, this doesn’t affect the priority at all.
[image loading]
[image loading]


Final Thoughts
+ Show Spoiler +

Without bothering to use tab key, your marine/siege tank/zergling/baneling/zealot/stalker/sentry army would use “explode” (or burrow) because, unfortunately, baneling has the highest priority among them. I think many team game players have this experience where you couldn’t stim marines or place forcefields because of a few banelings your teammate left behind or secretly shared control of. (Never share control without telling your teammates about it for this very reason.) I had a similar experience in a team game, and the liquipedia page was incomplete, so I decided to take it into my own hands. Even for 1v1, structure priority part must be new information. I don’t think knowing this priority suddenly makes anyone play any better, but I hope it’s been an interesting and somewhat helpful read. Feedback/correction is much appreciated.


Orek's Articles/Guides
+ Show Spoiler +

+ Show Spoiler [Article etc.] +

BitByBit Fan Club
A bit on BitByBit
IlIlIlIlIlIl or lIlIlIlIlIlI?
Optimal Creep Spread in Theory
Various Businesses in Starcraft 2
Balance Discussion Math(Best of N format analysis)
Underground Activities in Starcraft 2
Artosis pylon Art
Map Size History & Analysis
Larva disappearing Glitch in 1.5 (not about 20th larva)


+ Show Spoiler [Guide] +

[G] Walling Mechanics
[G] Unit/Structure Selection Priority
[G] ~8% faster gas mining
[G] ZvT Perfect Spine placement vs 2rax Bunker
[G] Zerg Sim City for Spire protection in ZvP
[G]Health Bar Color
[G]Map Distance & Travel Time

slowbacontron
Profile Joined October 2012
United States7722 Posts
December 01 2012 09:54 GMT
#2
Really great post (once again )! I've always been annoyed about the difficulty of using ravens or ghosts in my army because it means stim isn't immediately available, and my poor mechanics don't make things any better.

As for the priority of units of the same type, one thing I think I can say is that units will have lower priority if they are added to a control group when the group already has that type of unit (and, similarly but more obviously, selecting a group of marines . and then shift-adding more marines will show the later group after the first group). This doesn't explain everything, and I'm not 100% sure it's true, but I think it is.
jjakji fan
Fencar
Profile Blog Joined August 2011
United States2694 Posts
Last Edited: 2012-12-01 10:14:27
December 01 2012 10:13 GMT
#3
I want sticky for this.

I like how the hallucinated units are prioritized over the real ones, and how the Queen is #1.

+ Show Spoiler +
I like how the Queen is #1 because whenever I face Queens in an army composition, it feels imbalanced. I'm not saying it is, but it's my most hated unit. Two Queens kill four Banshees with Transfuses. T_T
This is my signature. There are many like it, but this one is mine.
McSnob
Profile Joined November 2012
Finland1 Post
December 01 2012 10:17 GMT
#4
I've been very annoyed with using ghosts in my bio army as well. When I could just have all my bio under a hotkey ready to be stimmed and have my ghosts under their own control group I instead always have the ghost command card under the whole bio hotkey even while prioritizing marines or marauders in the control group with ctrl+click. Thus I end up with 2 control groups with ghosts prioritized which is really annoying. I know it's just a matter of getting used to but i'd at least like to have the ability to choose the top priority unit type when ghosts are included.
WhalesFromSpace
Profile Joined March 2012
390 Posts
December 01 2012 12:52 GMT
#5
I feel that priority should be able to be customized, like hotkeys.
Nihility
joudix
Profile Joined December 2012
1 Post
December 01 2012 13:58 GMT
#6
Same Priority
I actually registered for this (and don't think I may post anything like, ever...)
Hello, got curious about that (tried it in editor long time ago, but forgot about it). Tested in editor:
made 3 rows of 4 Ghost (all created at the start of the map)

EXPERIMENT:
At the start shoot 1st from the right in the row 1 (from top) to yellow HP.
1st from the right in the row 2 to orange HP.
Poor guy n.1 in row 3 gets to be red.
Select them all by moving mouse top to right.
As you can see, they are prioritized by their position on the map (x first, then y).
I tried restarting and moving them around (one by one, after shooting with one ghost selected before them to shoot them), and discovered it's by their starting position.
Also note, that if you mix them around (like anyhow) and select them again, the order at the bottom of the screen remains the same.

Tried if it's the time you select them, or hover mouse over them, or if you drag mouse the other way around. Nope.

Also if you add another ghost far bottom to the right, and do the thing above again, and move the whole 1st row below him ( or to the right maybe, doesn't really matter) and select all ghosts once again, the last row (at the bottom of the screen) will be increased by 1 green full HP ghost.
Deselect that guy by shift-clicking on him.
Yeah, it's that lonely guy you added!

Of course, I have no Idea how this works in ladder, when production buildings are involved. But I will go try it now, then finish the post.
So:
When production buildings are involved, it's by the time of creation of the unit (or building, tried that too).
Note, that with single press of hotkey, not all the buildings start producing (like in warcraft 3), rather one per click. Therefore, not more than one unit is created at the same time.
When it comes to zerglings and same kind of buildings constructed (by chance, it can happen) at the same time, I suppose it would be sorted the way of ghost experiment.
Checking the zergling part, no way Im going to build 2 depots in the exact same milisecond, sorry...
Looks like the zergling at the left (when you dont rally the larva) has greater priority.

What I don't like is that you cannot attack units at the selection chart (bottom of the screen) or use abilities on them. That was possible in WC3 (holy light oh yeah).

Also thank you orek for posting such interesting things here, I read most of them and even remember them. AND even use knowledge gaind from some of them on ladder.
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
December 01 2012 14:23 GMT
#7
Lol I am always amazed at these threads hahaha. It's like opening up a dictionary to the X's and learning all the words; I'm sure it's useful at some point, but mostly it's just compiled research about stuff that people will never ever think about. And you keep thinking up new topics.

It's impressive.
StrategyAllyssa Grey <3<3
NeonFox
Profile Joined January 2011
2373 Posts
December 01 2012 14:37 GMT
#8
On December 01 2012 18:54 slowbacontron wrote:
Really great post (once again )! I've always been annoyed about the difficulty of using ravens or ghosts in my army because it means stim isn't immediately available, and my poor mechanics don't make things any better.
.


Erm, use different hotkeys?
snively
Profile Blog Joined August 2011
United States1159 Posts
December 01 2012 15:04 GMT
#9
w00t, orek coming through with yet another awesome guide!!!!
My religion is Starcraft
thurst0n
Profile Blog Joined December 2010
United States611 Posts
December 01 2012 17:51 GMT
#10
Are larvae priorities not chosen by their age? I was pretty sure they were..I"m probably wrong though
P.S. I'm nub. If you'd like you can follow me @xthurst but its not worth it ill be honest
dUTtrOACh
Profile Joined December 2010
Canada2339 Posts
December 01 2012 20:16 GMT
#11
On December 01 2012 23:23 SC2John wrote:
Lol I am always amazed at these threads hahaha. It's like opening up a dictionary to the X's and learning all the words; I'm sure it's useful at some point, but mostly it's just compiled research about stuff that people will never ever think about. And you keep thinking up new topics.

It's impressive.


Are you fucking serious?

We use this every time we bind units. For some of us, it's second nature to separate units based on priority, and to know how many times to tab when units with conflicting priority share control groups.

This can be particularly useful in teamgames, where often, unit control is granted.
twitch.tv/duttroach
RemarK
Profile Blog Joined April 2011
United States452 Posts
December 02 2012 01:18 GMT
#12
Another interesting guide, I'm sure some people will learn useful info about their race from this!
I <3 StarCraft.
Andromedan
Profile Joined December 2011
64 Posts
December 02 2012 02:25 GMT
#13
Your guides are so thorough. I wonder about these things so much, but never actually get around to figuring it out. I really appreciate your effort into putting out these writeups. Great job :D
This pain you hold is yours. Nobody else on God’s green earth can feel this pain, or have the indescribable feeling of pride you will have when you overcome it. This pain is not your curse; this pain is your privilege.
Envy4343
Profile Joined December 2012
United States13 Posts
December 02 2012 05:08 GMT
#14
Thank you so much for these guides! Very helpful
Greatness isn't born, it's grown.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
December 18 2012 23:20 GMT
#15
This is such an idiotic thing. The order of buildings especially make absolutely no sense. Cyber Core is after Fleet Beacon? This makes tabbed production much less efficient than it could be.
Commentatorhttps://www.youtube.com/JaKaTaKtv
LeafMeAlone
Profile Blog Joined November 2010
United States301 Posts
December 18 2012 23:37 GMT
#16
I don't have time to test atm, but is it possible to hold down tab + select and the selection automatically goes to the second tier or something? Like you need to quickly blink away but there are sentries in your army so you just tab + select then blink.
~_~
Kaitlin
Profile Joined December 2010
United States2958 Posts
December 21 2012 20:03 GMT
#17
On December 19 2012 08:20 JaKaTaK wrote:
This is such an idiotic thing. The order of buildings especially make absolutely no sense. Cyber Core is after Fleet Beacon? This makes tabbed production much less efficient than it could be.


The flip side of that coin is that you can access Cyber Core with one keybinding (default: Shift + Tab) since it's always last, IIRC, whereas FleetBeacon is somewhere in the middle.
Kalamity
Profile Joined June 2012
4 Posts
Last Edited: 2013-03-17 06:48:33
March 17 2013 06:47 GMT
#18
Thank you for this very helpful guide. I was looking for this exact info. As for

As obvious as it sounds, units/structures of the same type have exactly the same priority. However, I do not know how they are ordered among them at the bottom of the screen. Order of birth seems irrelevant.


They are ordered by their relative positions in the unit array structure (in the memory), which is a function of when they are created - for example:
index = unit
0 = zergling
1 = queen
2 = drone
3 = baneling
4 = hatchery

But, when a unit dies, it's spot becomes free and the next made (completed) unit will be placed there.
So if the drone dies, and then a hydra is made the array index would be:

0 = zergling
1 = queen
2 = hydra
3 = baneling
4 = hatchery

Cheers.
Kaitlin
Profile Joined December 2010
United States2958 Posts
March 17 2013 08:00 GMT
#19
On March 17 2013 15:47 Kalamity wrote:
Thank you for this very helpful guide. I was looking for this exact info. As for

Show nested quote +
As obvious as it sounds, units/structures of the same type have exactly the same priority. However, I do not know how they are ordered among them at the bottom of the screen. Order of birth seems irrelevant.


They are ordered by their relative positions in the unit array structure (in the memory), which is a function of when they are created - for example:
index = unit
0 = zergling
1 = queen
2 = drone
3 = baneling
4 = hatchery

But, when a unit dies, it's spot becomes free and the next made (completed) unit will be placed there.
So if the drone dies, and then a hydra is made the array index would be:

0 = zergling
1 = queen
2 = hydra
3 = baneling
4 = hatchery

Cheers.


Based on what ?
Ohyra
Profile Joined February 2012
Sweden59 Posts
March 17 2013 08:12 GMT
#20
You could just have the units on separate hotkeys, which has been stated before, i know. What actually makes things easier is to only have units of the same type in a single hotkey. For example: When going bio with ghost - put bio with stim in the desired hotkey, and ghosts on another. What many people do that baffles me is that they have bio + ghost in the same hotkey, and at the same time they also have the ghosts in a single hotkey. Man.. i remember BW and WC3 with their limited unit selections. That taught people to use hotkeys appropriately, and lots of them!
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