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The HotS Terran Help Me Thread - Page 206

Forum Index > StarCraft 2 Strategy
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Make sure you read the OP before asking a question. Asking a question already addressed in the OP will result in moderation action. Also, please put some effort into your questions.
mau5mat
Profile Blog Joined September 2012
Northern Ireland461 Posts
November 21 2013 01:09 GMT
#4101
Could you support an argument that Classic hotkey layout is superior to standard or custom hotkey layouts due to increased blood flow to the keyboard hand (therefore reducing risk of strain injury)? Or is this nonsense? Not a Terran specific question really, but would be curious to hear other players opinions on it.
Dunmer
Profile Joined April 2012
United Kingdom568 Posts
November 21 2013 01:51 GMT
#4102
It could potentially help with the pivoting of your wrist and the stretching of your fingers in the case where you have to hit a far away button like the 7-0 hotkeys. This would cause extra stain if your didnt reposition your hand which most people dont want to do as it can cause you to lose your bearings when bringing your hand back to its preferred position. The injury though can almost always be down to bad hand and wrist positioning, bad posture, bad ergonomics in general or the classic case of spending hours at a time spamming a keyboard and not taking the proper breaks.

It can help a little but if you suffer from injury you probably need to look at yourself playing. Set a camera up to watch yourself. Ignore the camera and play as you would and then have it set to examine seating posture, zoomed in from the side to side both wrists. Over the top of you can to see again hands and then look for any sign of "bad habits" such as your wrists being pressed against the keyboard when you type. Are your fingers stretching too far when you could have moved the hand instead? Sitting properly/elbows/ feet on floor and all that good stuff. I have a sort of ramp for my keyboard which means no sharp edges from the keyboard press into my wrist and instead I have a smooth surface to elevate my wrists on.

Hope this helps although I went off topic from hotkeys
All Ireland Starcraft, check us out on Facebook
Miket2424
Profile Joined May 2012
United States26 Posts
November 21 2013 02:17 GMT
#4103
On November 20 2013 03:09 Doc Brawler wrote:
Show nested quote +
On November 19 2013 23:40 t0n!ght wrote:
Gold Terran here with two things I need your help with
1) I'm trying stop using the select all army hotkey. Any tips on how to achieve that? I made the hotkey unavailable but I find myself clicking the icon now instead. I always seem to do it in high pressure situations.

2) How do I scout a 2 base allin in TvP? Sometimes they just walk across the map with 2 colossus and kill me before my viking count is high enough.


Whenever I need help practicing mechanics I practice vs insane AI set to economic. Just focus on control groups. Every so often keep adding all your units to the correct control group. Then send units around the map to sight towers or harass missions and rebind your new control group. If you are constantly adding units to your control group with shift and constantly selecting and moving your army with control groups instead of select all army, it will become habit. They key is binding your units as they rally out so you never have any reason to spam select all. That button can really hurt you if you don't stop using it incorrectly. GL!



I am about Gold level: I am practicing grouping units with 1- MMM 2- air 3- casters.

I am wondering how to best handle splitting off a drop from the main control groups. Should I assign a key the the drop group separate from the main , or just mouse control the drop exclusively?

I was considering making a custom map to practice grouping control , unless you know of a good custom?

thanks.
Doc Brawler
Profile Joined November 2011
United States260 Posts
November 21 2013 02:56 GMT
#4104
Its up to you really. I have 5 army control groups exactly so I can have my 3 main and two seperate harass groups. (1,2,3,q,w are what is use btw).
This question has been asked a few times so look through this guide for more answers, but the general consensus was to send your drop out, then rebind your main army by either shift clicking on your two medevacs (deselcting only them while your remaining army stays selected) then rebind army hotkey, or just drag select your army without the medevacs and rebind.
Two ways to send out the medevacs are to send your whole army, then shift click out the medics and issue a different command and rebind. I like to just load my medevacs then use the unload command somewhere in the direction of drop. This causes only the loaded medevacs to move (any unloaded medics will stay put) and then I drag select my main army, rebind, and bind a new harass group to each medic group.
On whether or not to bind your harass medevacs, depends on how good your multitasking is, as well as the size of the drop. If its just a single medevac that you dont care to much about, I would just shift click it do desired area and shift unload it - drop and forget style. If I am multi-pronging a toss with say two drops and my main army, then I would definitely bind all groups and stagger them slightly or scan ahead so you don't loose an army for nothing.

I've also been trying a new hotkey setup for when my army gets more complex. All army on one hotkey, and then as many specific army groups as I want: all bio without medevacs, widow mines, thors, vikes, ghosts ect. This way you don't have to move your army with 3 hotkeys: 1 move 2 move, 3 move stlye. Basically a select army button that doesn't fuck everything up lol. Hope this helps.
I am become Death, the Destroyer of Worlds
Survivor61316
Profile Joined July 2012
United States470 Posts
November 21 2013 07:23 GMT
#4105
On November 21 2013 11:56 Doc Brawler wrote:
Its up to you really. I have 5 army control groups exactly so I can have my 3 main and two seperate harass groups. (1,2,3,q,w are what is use btw).

OMG I LOVE YOU!! Binding hotgroups to q and w is probably the smartest thing I've ever heard in my entire life :D
Liquid Fighting
Daswollvieh
Profile Blog Joined October 2009
5553 Posts
November 21 2013 08:31 GMT
#4106
On November 21 2013 16:23 Survivor61316 wrote:
Show nested quote +
On November 21 2013 11:56 Doc Brawler wrote:
Its up to you really. I have 5 army control groups exactly so I can have my 3 main and two seperate harass groups. (1,2,3,q,w are what is use btw).

OMG I LOVE YOU!! Binding hotgroups to q and w is probably the smartest thing I've ever heard in my entire life :D


Don´t forget ^. It´s quite handy as well, esp. if you´d use a grid setup.
Doc Brawler
Profile Joined November 2011
United States260 Posts
November 21 2013 09:16 GMT
#4107
On November 21 2013 16:23 Survivor61316 wrote:
Show nested quote +
On November 21 2013 11:56 Doc Brawler wrote:
Its up to you really. I have 5 army control groups exactly so I can have my 3 main and two seperate harass groups. (1,2,3,q,w are what is use btw).

OMG I LOVE YOU!! Binding hotgroups to q and w is probably the smartest thing I've ever heard in my entire life :D

ahh shucks, you made muh day <3
I am become Death, the Destroyer of Worlds
Suichoy
Profile Blog Joined March 2011
Canada397 Posts
November 21 2013 10:48 GMT
#4108
What are the merits of adding 2 rax before 2 e-bay after reactor hellion when going 3cc TvZ?

Also, how practical is CC first in TvP? I feel like it would be stronger in every way than reaper FE except against fast stalker/MSC.
BEARDiaguz
Profile Blog Joined June 2009
Australia2362 Posts
November 21 2013 11:39 GMT
#4109
the 2 rax before 2 ebay makes it easier to fend off 55-65 drone zerg aggression (though it does fuck all vs a typical roach bane timing), and it helps get your first 2 medivacs out earlier for some 16 marine 2 medivac pressure/creep clear/4th delaying. The weakness is delaying your ups by quite a few seconds which can lead to a brief timing window where zerg has 2/2 and you don't. Plus getting 3/3 faster is generally better cuz marines!

CC first is practical in tvp but it's vulnerable to a few things. Proxy gates can be tricky (unless you wall off ramp with depot rax rax, which requires you to lose a few seconds of production floating them back into your main if you have to move them because you're getting blunked or something else lame), 10 gate is also a bitch (if you open 15 rax 17 rax 18 rax and scout really late, your OC's get delayed a bit especially if he attacks with a scouting probe but you don't have to make a bunker early and can get plenty of marines out. Bomber and Kas dabble in this sometimes, it's a bit scrappy but more marines is nice.

The main advantage to reaper play is superior scouting, a better stim timing, possibility to go mine drop or bio and maybe you get to kill a probe or three. The main advantage to CC first play is being up about 600 minerals at 10 minutes compared to reaper opening, which makes your initial moveout hit a good bit harder.
ProgamerAustralian alcohol user follow @iaguzSC2
Suichoy
Profile Blog Joined March 2011
Canada397 Posts
Last Edited: 2013-11-21 11:43:19
November 21 2013 11:43 GMT
#4110
On November 21 2013 20:39 iaguz wrote:
the 2 rax before 2 ebay makes it easier to fend off 55-65 drone zerg aggression (though it does fuck all vs a typical roach bane timing), and it helps get your first 2 medivacs out earlier for some 16 marine 2 medivac pressure/creep clear/4th delaying. The weakness is delaying your ups by quite a few seconds which can lead to a brief timing window where zerg has 2/2 and you don't. Plus getting 3/3 faster is generally better cuz marines!

CC first is practical in tvp but it's vulnerable to a few things. Proxy gates can be tricky (unless you wall off ramp with depot rax rax, which requires you to lose a few seconds of production floating them back into your main if you have to move them because you're getting blunked or something else lame), 10 gate is also a bitch (if you open 15 rax 17 rax 18 rax and scout really late, your OC's get delayed a bit especially if he attacks with a scouting probe but you don't have to make a bunker early and can get plenty of marines out. Bomber and Kas dabble in this sometimes, it's a bit scrappy but more marines is nice.

The main advantage to reaper play is superior scouting, a better stim timing, possibility to go mine drop or bio and maybe you get to kill a probe or three. The main advantage to CC first play is being up about 600 minerals at 10 minutes compared to reaper opening, which makes your initial moveout hit a good bit harder.

Thank you for the quick and detailed response!
blackone
Profile Joined November 2010
Germany1314 Posts
November 21 2013 15:04 GMT
#4111
On November 21 2013 17:31 Daswollvieh wrote:
Show nested quote +
On November 21 2013 16:23 Survivor61316 wrote:
On November 21 2013 11:56 Doc Brawler wrote:
Its up to you really. I have 5 army control groups exactly so I can have my 3 main and two seperate harass groups. (1,2,3,q,w are what is use btw).

OMG I LOVE YOU!! Binding hotgroups to q and w is probably the smartest thing I've ever heard in my entire life :D


Don´t forget ^. It´s quite handy as well, esp. if you´d use a grid setup.


I'm gonna assume that you're not talking about standard QWERTY layout? Do you mean the key left of the 1?
pali_
Profile Joined February 2011
Germany48 Posts
Last Edited: 2013-11-21 17:05:05
November 21 2013 17:04 GMT
#4112
Yes he does. On the German keyboard layout its the ^ key.
ㅈㅈ
Slydie
Profile Joined August 2013
1935 Posts
November 21 2013 17:32 GMT
#4113
I use Q for move and W(noob kiting) for stop. All spells, abilities and scv commands are centered on and around E and S because my left hand goes to those keys naturally. Control groups ^ to 7 are used, but i usually suck at using them well, except the production ones. Earlygame I like to have my depot producing scvs on 3, with the intention of having ghosts or vikings there later.

Sure there must be room for improvements, but im quite used to this setup know, and it generally works well for me, especially stuff like EE=build depot, ES=build rax, ER=build refinery, SF=build factory etc. Nice and fast.
Buff the siegetank
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
Last Edited: 2013-11-21 17:43:23
November 21 2013 17:41 GMT
#4114
As a terran player you don't need Z hahaha. SO I have 1,2,3,4,5,6,q,w,z as Control groups. I use Z for Workers back in my Main base I hotkey 3-4 of them so when i'm microing and i tap ZZ move my screen ever so slightly start building what I need to go back to microing cycle through hotkeys then hit f1 shift Z to mineral patch again lol

Edit: Also I chose my Idle worker key as my Space bar and the Army hotkey as ` it works really really well
Fhiz
Profile Joined October 2013
361 Posts
November 21 2013 17:59 GMT
#4115
This might seem like a broad question but i'm convinced im doing it wrong, how do you stutter step? What i have been doing is right clicking behind my army (or the direction to 'step' to) and then a click the ground near my enemy.. So I was wondering what does everyone else do?
girls generation make u feel da heat
Jazzman88
Profile Joined January 2012
Canada2228 Posts
November 21 2013 18:05 GMT
#4116
On November 22 2013 02:59 Fhiz wrote:
This might seem like a broad question but i'm convinced im doing it wrong, how do you stutter step? What i have been doing is right clicking behind my army (or the direction to 'step' to) and then a click the ground near my enemy.. So I was wondering what does everyone else do?


I just move command and hit stop infinitesimally right after I hit the move command. Something like... r-click - stop - r-click - stop - r-click - stop... ad nauseum. This way you don't have to move the mouse around the screen in two directions to make it work.
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
Last Edited: 2013-11-21 18:25:07
November 21 2013 18:22 GMT
#4117
I'm a Nub So I use A move and use the extra click LOL R-Click - A L-Click - R-Click - A L-Click ETC... You should get used to clicking IE Sniping units while doing the Stutter Step it becomes really useful when doing Reaper Micro and Hellion Micro against Marines or you can use patrol for that

Edit: The Clicking on specific units allows you to shoot at maxiumum distance and give you the "running shot" when using Reaper and Banshee
Doc Brawler
Profile Joined November 2011
United States260 Posts
November 21 2013 19:18 GMT
#4118
I agree with pirfikshon. When kiting ultras for example, its nice to target fire each ultra with each kite, or when kiting lings with hellions target a "juicy" ling that is a few rows back so you get more splash, and of course target kiting banelings can win you the game at 10 min if they are relying on those connections. Plus you feel like a boss.
I am become Death, the Destroyer of Worlds
Jazzman88
Profile Joined January 2012
Canada2228 Posts
November 21 2013 22:45 GMT
#4119
On November 22 2013 04:18 Doc Brawler wrote:
I agree with pirfikshon. When kiting ultras for example, its nice to target fire each ultra with each kite, or when kiting lings with hellions target a "juicy" ling that is a few rows back so you get more splash, and of course target kiting banelings can win you the game at 10 min if they are relying on those connections. Plus you feel like a boss.


I agree, although if you're going to pick one micro skill to learn in TvZ, it's gotta be Marine splits. Get that APM flying and then ask those Banelings how many fucks you give (the correct answer, if you have the APM for it, is 'none' by the way).
Sakoha
Profile Joined October 2013
United Kingdom25 Posts
November 21 2013 23:30 GMT
#4120
I'm having a lot of micro troubles in TvP late game. I just can't seem to beat templar + archon + cols with bio + ghost + viking. Just came out of a game where my opponent was stuck on low econ due to me dropping and sniping his third (while I was on 5 base) but I couldn't seal the deal and eventually got crushed after attempting to do a BC transition.

How do you guys micro against templar + archon + cols when toss is maxed? Or is the point to never let toss max and constantly force engagements instead of hitting harvesters? His sentry micro wasn't too poor either.
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