The HotS Terran Help Me Thread - Page 206
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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. | ||
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mau5mat
Northern Ireland461 Posts
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Dunmer
United Kingdom568 Posts
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 | ||
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Miket2424
United States26 Posts
On November 20 2013 03:09 Doc Brawler wrote: 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. | ||
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Doc Brawler
United States260 Posts
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. | ||
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Survivor61316
United States470 Posts
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 | ||
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Daswollvieh
5553 Posts
On November 21 2013 16:23 Survivor61316 wrote: 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. | ||
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Doc Brawler
United States260 Posts
On November 21 2013 16:23 Survivor61316 wrote: 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 | ||
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Suichoy
Canada397 Posts
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. | ||
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BEARDiaguz
Australia2362 Posts
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. | ||
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Suichoy
Canada397 Posts
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! | ||
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blackone
Germany1314 Posts
On November 21 2013 17:31 Daswollvieh wrote: 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? | ||
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pali_
Germany48 Posts
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Slydie
1927 Posts
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. | ||
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Pirfiktshon
United States1072 Posts
Edit: Also I chose my Idle worker key as my Space bar and the Army hotkey as ` it works really really well ![]() | ||
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Fhiz
361 Posts
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Jazzman88
Canada2228 Posts
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. | ||
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Pirfiktshon
United States1072 Posts
![]() Edit: The Clicking on specific units allows you to shoot at maxiumum distance and give you the "running shot" when using Reaper and Banshee | ||
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Doc Brawler
United States260 Posts
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Jazzman88
Canada2228 Posts
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). | ||
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Sakoha
United Kingdom25 Posts
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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