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EDIT: File updated, info in this post is outdated. Click for updated info.
http://www.teamliquid.net/forum/sc2-strategy/404476-fleet-keys-refined-hotkey-systems?page=21#407
As for the camera configuration in the new layout, I'm going to try something a little different here and assign them/break them up like so:
3 Forward Cameras (#1,2,3) - Proxy and/or harass locations, edge of creep, Creep Tumor paths, Rallies.- Create #1,2,3: Ctrl+A,S,D
- Recall #1,2,3: Alt+1,2,3
1 Free Camera (#0) - Exactly what it sounds like. Also good as a 5th Base Camera.- Create #4: Ctrl+R
- Recall #4: Alt+R
4 Base Cameras (#4,5,6,7) - Set these Cameras to Main, Natural, Thirds, etc.- Create #4,5,6,7: Ctrl+Z,X,C,V
- Recall #4,5,6,7: Alt:A,S,D,F
Quick Reference image below, TL;DR: Maaassive gains, but doesn't look as neat on paper. Is that really a problem though? + Show Spoiler +
It looks better on paper to have them split evenly, like Cameras 1-4 on Alt+1-4, and Cameras 5-0 on Alt+A-F, but that limits the effectiveness of Layered Camera Injects a lot by cutting down on one possible Base Camera, and we all know how Zergs like to have all the bases. The Camera Location on #0 (on Alt+R) is also easier to reach if you have smaller hands so the R location helps in that regard too.
Setting up the cameras might be the strange thing to get around initially and I totally understand that. It's not perfectly straight-forward like the old setup. The alternative is creating some kind of complicated multi-modifier combination for creating Cameras. Even in that case, we would be inviting in a lot more room for error. So, the best way at the moment is to keep the create hotkeys on A-D, Z-V and R. You won't need to set up Z,X,C,V more than once a game, and it can be done at the beginning of the game so that's great.
So..... Yeah. How about that?
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What about something like Ctrl+Alt+1 for forward cameras? I really dislike the difference between creation and recall buttons.
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What if we add alternate keybinds for creation of the macro control groups (Q, W, E)? As adding or selecting them already requires pressing ALT, I think that it would be more consistent if we could also create them while pressing ALT. That way we would have two options to create the control group : CTRL + ALT + Q, or CTRL + Q. This makes it so no matter if you are selecting, adding to or creating a macro group, you can always have alt pressed.
Also, even though CAPSLOCK does not require pressing ALT, since it is a macro group we could add alternate bindings that use ALT, both for selecting (which I think is already implemented in the last beta version) and for adding to or creating the control group.
Maybe you have already considered this and it creates some kind of unwanted side effects. If so I would like to know your reasoning on that matter.
I believe that it would add consistency and an extra level of security in case of mistakes, making the layout even more foolproof.
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@Kami, Dog
You both bring up good points, and I think we can go with something like what you are suggesting.
I was thinking... Shift+Alt adds to the current layered CG bindings, so it might be better to have the "Create Camera" hotkeys on Shift+Alt as well. It's so much easier to do than going down to Ctrl+A-D,Z-V. Being able to create cameras with Shift+Alt also means that unless you have to re-write a CG or you want to Ctrl+Click a unit (you can just double-click instead if you want), there's not much reason to ever go all the way down to Ctrl and that's awesome. Considering that this would affect the creation of every Camera Location, this cuts down on a good chunk of required hand movement, not to mention the huge amount of consistency players would enjoy. Anyone have an opinion or suggestion towards this?
Alt+CapsLock as an alternate binding to select your CC's/Hatches/Nexuses was included a while ago to allow a player to hold Alt while going through every macro CG quickly, making for a painless sweep of all the macro-related keys. It's a nice addition and makes monitoring things much smoother. The first thing I tried was binding the Warp In hotkey to it, which was nice but exclusive to Protoss, Then I experimented with Select Idle Worker, and found that it did not help Zerg at all. Finally, it was clear that Select Idle Worker was better off reserved for worker splitting on V, which also allows for selecting all Idle Workers with Ctrl+V; this was impossible while bound under Caps Lock.
And so Alt+Caps remains an alternate method to select what would be bound to Caps Lock.
Edit: Since this is a new page, I'll re-post the up-to-date link for the new layout:
This does not have the Shift+Alt change for creating Camera Locations.
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Return cargo is an important hotkey that should be bound to something easy just saying.
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@eneyeseekay
Well, I'm just starting to learn camera usage and assign cameras for all three bases at the beginning of game, so Shift+Alt doesn't affect me much, but I feel it is good for consistency and reducing Ctrl usage.
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Added a clickable image/banner that takes the user to the new hotkey file download
Updates in the new file- Create Cameras is: Shift+Alt+ A,S,D,R,Z,X,C,F. Recalling them remains the same. This is overall much more consistent, and much easier to perform.
- Moved Gather and Return Cargo to Z,X. Even though right-clicking can do most of what these commands do, I agree with reps)squishy. There's really no excuse to have them so far away.
- Fixed a few default and alternative bindings for Protoss and Terran (structures within the Build Basic and Build Advanced menus. Not a huge deal.)
@Kami I totally agree, the consistency is great. Since your thumb should not be a stranger to Alt and should always be somewhere either between Alt and Space or on Alt itself, it's actually much quicker and easier than going down to Ctrl. Shift is used a lot, so if we can find a way to keep players near Shift it makes everything much easier. There's so much less effort required for the pinky, so it can focus on things like Shift commands and initiating rolling macro commands.
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@eneyeseekay
Is it really impossible to make Create/Recall camera on the same buttons? I mean Shift+Alt+1/Alt+1 for one row and Shift+Alt+A/Alt+A for another.
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@Kami
I did some testing with just that. I wanted to see how that key combination interacted with Control Groups. The main thing I was looking to confirm was if the Shift portion of the Shift+Alt+1,etc command would cause selected units to be added to the group accidentally.
Good news, it doesn't add anything to the existing army groups. You could have your army on CG 1 and have something selected and create the camera on 1 (Shift+Alt+1), and it will only create the camera, not add to CG 1.
However, something did crop up in testing, and it kind of sucks but it's avoidable. I found that if you are planning on issuing a Shift command after jumping to a camera, you cannot hold Shift in advance before recalling the camera or it will overwrite that camera with your screen's current position. Like I said, it isn't great, but idk, it's avoidable. It isn't like it's overwriting a whole army CG, it's a Camera Location, they're easier to recreate, but still it could be an issue.
Anyone care to share their thoughts on this?
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For me, it's not an issue at all, because I do camera recall and shift+command separately. I already used to that, so current version is completely fine.
But I have another question - is it possible to assign a hotkey for repair autocast? Or all autocasts can be enabled by right-click only? Ok, it's Alt+[ability hotkey]. Then the question is - can we modify the modifier key? Alt+F seems okay, but just in case. Wait, it's one of cameras So we definitely need something for that. I'll try to test tonight.
Also, I have yet another terran suggestion - add Space key unburrow widow mine/unsiege siege tank. It is very hard to hit D instead of bumping Space, and for me, counter-intuitive also. This has considerable con - if both burrowed and unburrowed mines are selected, hitting Space will burrow them all. But as long as Space is just an alternative, this is not a big deal, and I like it waaay much.
And what about my previous suggestions - exchange keys for reaper/marauder and add Space for making OC?
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@Kami
Yeah, sorry I missed that part about CC's, I can definitely add that in.
Edit 2: The idea behind that was you may want to queue up more than one SCV at some point so being able to hit Q and Space could do it in essentially one stroke. You always get Orbitals up quick, so I totally agree here, Spacebar might as well morph the CC to an Orbital. It's also a little more consistent with OC's and their Mule ability, and Protoss's Chronoboost on Space.
I don't think it would be wise to start swapping units around on the command cards unless it's to compensate for something that's excessively hard to reach or could use a more helpful alternate binding. In 99% of cases I'd like the Command Cards to be presented simple and easily, but also provide alternate bindings that allow for customization or optimization for specific needs. People can (and do) always change something to their liking, so just try to swap and change whatever commands you don't agree with on the layout you personally use.
Edit 1: Oh yeah, regarding the Spacebar binding for unsiege/unburrow. Do you really think it's safe to have unsiege and unburrow on Space? I'm trying to keep them as deliberate bindings because if you unsiege and unburrow by accident or perhaps when trying to Stim at the start of an engagement, you might as well press F10+N right there. A and Space to siege/burrow, S and D to unsiege/unburrow is very safe and won't cause you problems like an accidental unburrow/unsiege, so we'll be leaving them the way they are (again, feel free to try it out in your layout file).
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Okay, W for marauders will be my personal special tacticstweak And I agree with your opinion about consistency through all command cards.
Well, I didn't encounter any Spacebar misshits ever since I use FK, so I assume this is rather safe. What I do know, it's that I have really tough time when I need to reburrow my mines and need to hit anything but not the same button for burrow action. Okay, if you find this questionable/unsafe, don't do this, and I'll try to research whether it's really safe through practice and give more feedback in the future.
Finally, I didn't find any possibility to change autocast modifier at all. And testing revealed that Alt+F does autocast repair until Alt+F camera isn't in use. After that, Alt+F recalls camera location. This means I either shouldn't use autocast button or corresponding camera button. It doesn't sound good, but I don't see any appropriate solution for this situation.
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the swarm host rally is pretty important for a player to be able to use the mechanically challenging unit. And worker rally is useful when using nydus play.
Here is my version of the the new one that is under construction. https://www.dropbox.com/s/ggw19hd6d5qb6ub/My Fleet.SC2Hotkeys
Explanation for my control groups http://www.reddit.com/r/allthingszerg/comments/2c6q64/ctrl_and_shift_control_groups_and_hotkeys/
Explanation for my Camera keys. I use Control+Shift to make my camera location keys because you can use ALT+Shift to make a layered base cam for easy injects. Set camera keys up by Ctrl+Shift+ASDF Hotkey all queens select all queens press inject key (S) hold on to shift with pinky also hold on to alt with thumb ring will be on A middle on S index on D and run through ASD clicking on the hatches.
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On July 31 2014 03:46 kamimaiku wrote:Okay, W for marauders will be my personal special tacticstweak  And I agree with your opinion about consistency through all command cards. Well, I didn't encounter any Spacebar misshits ever since I use FK, so I assume this is rather safe. What I do know, it's that I have really tough time when I need to reburrow my mines and need to hit anything but not the same button for burrow action. Okay, if you find this questionable/unsafe, don't do this, and I'll try to research whether it's really safe through practice and give more feedback in the future. Finally, I didn't find any possibility to change autocast modifier at all. And testing revealed that Alt+F does autocast repair until Alt+F camera isn't in use. After that, Alt+F recalls camera location. This means I either shouldn't use autocast button or corresponding camera button. It doesn't sound good, but I don't see any appropriate solution for this situation.
I would say put repair to T or the worker gather key Z which seems to be a useless key for the average player. That camera issue is a pretty big deal. The linear ASDZX is going to be broken but if you want a repair key you will need to make sacrifices.
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Thank you eneyeseekay for your hard work here! About to try out the FKs. With my fingers manly used to FPS in the last couple of years the FKs seems great . Tried out the standard hotkeys (horrible) and the grid hotkeys (much better, but could still be improved) so far...
What is the current status of the updated FKs? Are you about to post a new update soon or is the update on the 29th of July the one to start playing around with?
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Why is Q set as an alternate for Choose Ability or A.I. Target?
EDIT: Btw, for some reason when holding down Tab (Base Camera), it doesn't jump from base to base repeatedly, it only jumps once. If I bind Base Camera to another hotkey and hold it, the camera keeps jumping from base to base until I release the hotkey, which is what I need. Why does Tab work differently?
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I really like this system, it's intuative (more so than more complicated key binding concepts). So thank you for all your hard work. I really like the cheet sheet (pics of what's bound where) It makes things a lot simpler to learn.
A small point, on a UK QWERTY keyboard for the option select idle worker and select all army units, the default binding is ALT + ,
I assume these should be bound to the key to the left of the number one, just below F1 F2 etc. The default binding puts these keys to the comma, just l̶e̶f̶t̶ right of M.
After rebinding these they appear as the following entries in my .sc2hotkeys file.
ArmySelect=Alt+OEM8 IdleWorker=OEM8
Frankly not sure if this is just a simple error, down to keyboard layouts, or my mistake. But I thought I would mention it.
A question though: Why is the W key also bound to the ability target cancel?
TargetCancel=RightMouseButton,W
Am I missing out on some neat trick, or is it just a conveinience thing? As I find when building stuff with my SCV, I can just press and hold whichever key and it starts to build as soon as I have the required minerals. But with W also bound to cancel target you can not do this when you try to build a refinery.
Anyhoo, thanks you for your great system, it really is a vast step up over grid, or the standard layout.
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Hey there, So I have been playing starcraft for years, and have been used to standard with slight alterations on hotkeys, but i've always been amazed at different customizable hotkeys and i downloaded and started your system and i see how it can be rewarding... I've been a protoss player for forever. I average about 150 apm playing standard
I've been playing around with it to become familiar and it seems faster, the biggest problem seems to be using the alt key when i want to recall buildings really quickly or having to use alt to go to map positions, one thing I was curious about was what if you had side mouse buttons? I'm not sure if this is tourney legal but what if a side button was mapped to ALT, for example say the first thumb button is alt that would make recalling control groups and map positions so much smoother and quicker... i remapped mine to that and it's pretty phenomenal, and also remapped the second mouse button by my thumb as the warp in key, but it's nice to have essentially your right thumb controlling when alt is pressed because i feel like my left thumb gets kind of contorted.
because if that is possible... then maybe changing camera positions using alt+1-4 would be wicked quick, and you could use Z-V to set them, my idea is that setting them early at the very beginning would be beneficial, z for main, x for nat, c for third, v for ramp, so as follows ALT+1 recalls main, 2nat, 3 third 4 ramp etc... seems logical and a-f can be used for on the fly
just something i randomly was messing around with because i really like your system. I just don't know if that's tournament legal or not. I used to use the thumb keys for previous and next subgroup but i find that using your hotkeys that f1 f2 work well for that.
You did a great job for designing your layout i'm gonna experiment and practice with it and see if i will switch over. 100 apm my first try with your hotkeys after a little "hotkey trainer", but i really like how simple it is.
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On September 29 2014 10:57 d00b wrote: Hey there, So I have been playing starcraft for years, and have been used to standard with slight alterations on hotkeys, but i've always been amazed at different customizable hotkeys and i downloaded and started your system and i see how it can be rewarding... I've been a protoss player for forever. I average about 150 apm playing standard
I've been playing around with it to become familiar and it seems faster, the biggest problem seems to be using the alt key when i want to recall buildings really quickly or having to use alt to go to map positions, one thing I was curious about was what if you had side mouse buttons? I'm not sure if this is tourney legal but what if a side button was mapped to ALT, for example say the first thumb button is alt that would make recalling control groups and map positions so much smoother and quicker... i remapped mine to that and it's pretty phenomenal, and also remapped the second mouse button by my thumb as the warp in key, but it's nice to have essentially your right thumb controlling when alt is pressed because i feel like my left thumb gets kind of contorted. because it that is possible... then maybe changing camera postions using alt+1-4 would be wicked quick just something i randomly was messing around with because i really like your system. I just don't know if that's tournament legal or not. I used to use the thumb keys for previous and next subgroup but i find that using your hotkeys that f1 f2 work well for that.
You did a great job for designing your layout i'm gonna experiment and practice with it and see if i will switch over. 100 apm my first try with your hotkeys after a little "hotkey trainer", but i really like how simple it is.
I can't see how binding stuff to a mouse side button could be illegal, for the simple fact that if Blizzard didn't want you to do it, they would not program that ability into the configuration system.
I might have to give the way you've bound stuff a go, as I too find it a little unintuative. I understand why the default method of ALT + QWER for buildings is used, but if I put all command centers on TAB (no modifier used) You can't hold down ALT and scroll through production facilities and all command centers, you have to keep remembering to release ALT for all the command centers. I guess the simple answer is to put all command centers on Q, rax's on W, factories on E, and starports on R, maybe TAB could then be used for the non-specialised cannon fodder part of the army.
Also a way around this is to to use the NEXT / PREVIOUS subgroup keys more. Perhaps even bind those to the mouse side buttons.
Another option that occured is to use the F1 - F5 keys for production or even camera locations, but this then detracts from the compact layout, which maybe defeats the point!
Anyhoo, thinking out loud here.
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Hi,
Ok, even though I have been quiet here, I have been using and experimenting with this since my last post, except I am no longer playing random, only zerg.
One thing that is constantly annoying the living crap out of me is that some how using this new setup I tend to switch the in game sounds off. So the question is what is the short cut for this (I assume ctrl+s but not sure) and where do I change it?
What I also wanted to ask is:
1. Where do you suggest I save my creep queens? I usually use Q for that but maybe there's a better option. 2. Wandering queens!!!!!!!!!!!!!!! W is suppose to make them stop. why does it not work? I cannot for the life of me figure this out. It happens to me when I inject too well, thus a queen at the hatch is not ready yet, then another one will start to walk toward that hatch when i try to inject.
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