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[G] Fleet Keys - Refined Hotkey Systems - Page 5

Forum Index > StarCraft 2 Strategy
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eneyeseekay
Profile Joined March 2013
239 Posts
Last Edited: 2013-04-02 06:20:18
March 29 2013 10:11 GMT
#81
Fleet Keys Alloy (beta) Download Link!


I have the first draft of the Alloy project ready to try out if anyone's up to it. I ran through the test quickly and it looks great. I could be missing some things or overlooking other issues, so don't hold back with the feedback! If you're up for testing them out, I have the files attached for you in the thread, and in this post. I don't have Master Sheets for them yet, as I'm sure many bindings are subject to change. The thread layout will receive a significant overhaul after Alloy's launch-- very excited about it!

The Protoss and Terran layout are still a bit different from Zerg because of Injects. T and P are basically the same so that's good, but with massive improvements. The big changes to note are:

The Alt & Warp in and Alt & Inject Queen Bindings Removed:
These were taken off due to deselection issues. With both the Queen and Warp-in key being bound to Alt, you couldn't access your Camera Locations without deselecting your current selection and this was a deal breaker for many (it has its advantages, especially when you keep reinforcements on a hotkey). Inject Queens are moved to Caps Lock (Injects on S and X as alternate for people who are used to the current Fleet Keys' and Grid's Injection bindings/method. This is nice, because players now have their major macro keys right next to each other and are extremely accessible. Without deselection from Alt, players can now maynard workers easier for any purpose, be it economically, offensively, or defensively.

Q,W,E Unit Controls:
Due to player's concerns about T (attack) being so far out of the way and hard to reach, I found a way around Grid's way of laying out Unit Commands. Alloy, the new edition of Fleet Keys, is built on Standard, so with that, I was able to make these hugely benificial adjustments. For Unit Controls, Stop and Move have been cut out because you can move with Right Clicks, and you can Stop to better effect with Hold Position. The Move command may find its way back, to prevent/reduce unit clumping, a big issue for Zergsin general as well as bio players, and air compositions across each race. The new (likey temporary) Unit Control bindings are:
Q: Patrol
W: Hold Position
E: Attack
R: Move
T: Burrow (Zerg)

The Further Refined Grid:
Grid for the most part functions the exact same when you're selecting upgrade/tech buildings and doing general production, so that hasn't changed. The big change is the fact that there is more emphasis on Q-R, and A-D. What this is, is Grid, but chopped in half. It's absolutely insane. Gone is the vast majority of dead space that separates commands in the Command Cards, and brings things closer together. You'll notice that A,S,D are used for spells instead of Z,X,C, and things bound to Z are reserved for the most deliberate and unused actions. There were some refinements that work on a race-by-race basis, such as Warpgate reasearch, and Gateway transformation which are left bound to Z, but use Space Bar as an alternative, so when you would normally be forced into using the bottom row, you can usually skip it with the next big refinement, the Smart Key, Space Bar.

The Smart Key - Space Bar (Applies to T and P only):
Please note that these are WoL units, HotS units can easily follow this pattern. Some manual mapping may be required for HotS units (a good opportunity to see the new uniform pattern of bindings). I have Space Bar mapped as an alternate key for each spellcaster and building with (non-intrusive such as Lift/CC Loading) abilities, so the best spell/ability in many situations will be usable with the Space Bar if you decide to perform abilities and spells. It essentially acts as a "Smart-Key", but only T and P benefit from this, as Zerg uses Space Bar for Injects (a more than fair trade-off, as Backspace Inject is faaast). Zerg spells/abilities are on A,S,D anyway so they remain insanely accessible like all the others. The original Fleet Keys did this to a minor degree, but Alloy really pushes its potential. It narrows the gap between layouts that have the most used things together, as every useful/first choice ability is tied to Space Bar (as a completely customizable set of alternate bindings of course ). It keeps the two versions of Fleet Keys familiar for the most part, while adding a ton extra reach to the layout's potential for players who become accustomed to Alloy; you can even assign your own commands to Space Bar if you don't agree with the default bindings! Here are only a few examples in the looooonng list of Smart Key bindings that come with the default setting. When in doubt, slap your thumb on the biggest key on the keyboard, Space Bar!:

Terran:
SCV's: Build Basic on A, alternatively on Space Bar.
Orbital Commands: MULES on W, alternatively on Space Bar.
Marines/Marauders: Stim on A, alternatively on Space Bar.
Ravens: Hunter Seeker Missile on D, alternatively on Space Bar.
Siege Tank: Siege Mode: Siege on A, alternatively on Space Bar (unsiege on S).

Protoss:
Probes: Build Basic on A, alternatively on Space Bar.
Nexus: Chrono on W, alternatively on Space Bar.
Stalkers: Blink on A, alternatively on Space Bar.
High Templars: Psi Storm on S, alternatively on Space Bar.
Phoenix: Graviton Beam on A, alternatively on Space Bar.

Fleet Keys Alloy (beta) Download Link!
tfs1
Profile Joined February 2011
United States1 Post
March 29 2013 20:17 GMT
#82
I'm a complete novice at mp starcraft, so maybe I'm missing something and somehow nobody clicks on the minimap to move the camera. But if you do, you have to rebind the keys under unit management. It took me an inordinate amount of time to figure this out.
There are two minimap options; by default they are set to left click(normal) and right click(targeting). I'm not sure why they are undefined in fleet keys, unless it conflicts with something.
eneyeseekay
Profile Joined March 2013
239 Posts
Last Edited: 2013-03-29 22:42:15
March 29 2013 22:41 GMT
#83
On March 30 2013 05:17 tfs1 wrote:
I'm a complete novice at mp starcraft, so maybe I'm missing something and somehow nobody clicks on the minimap to move the camera. But if you do, you have to rebind the keys under unit management. It took me an inordinate amount of time to figure this out.
There are two minimap options; by default they are set to left click(normal) and right click(targeting). I'm not sure why they are undefined in fleet keys, unless it conflicts with something.


During testing last night I ran into this early on and fixed it, but I must have just crashed for the night and forgot update the changes. Edit: No, I uploaded the updated Zerg, but not the T&P one. It's fixed now.

Thanks so much for pointing it out! I fixed up the Middle Mouse Button bindings as well, making them the same across the three races. Hold MMB to Drag Cam, Alt+MMB to Center on Selection, Shift+MMB to select all Warp Gates.

If there are any more issues, post them here and I'll respond ASAP.
ledarsi
Profile Joined September 2010
United States475 Posts
March 29 2013 22:59 GMT
#84
The first change I made to the default hotkey setup was to remove ambiguity for abilities that toggle or will be used in sequence. In my opinion this is a huge flaw in the idea of a "smart key" using spacebar.

I would suggest that abilities like raise/lower supply depot, lift/land structures, siege/unsiege, cloak/uncloak units, burrow/unburrow, or any other toggle have one key to activate, and a different key to deactivate. Depending on your preference, space bar to activate can remain. But a different key should perform the reverse action.
"First decide who you would be, then do what you must do."
rpgalon
Profile Joined April 2011
Brazil1069 Posts
Last Edited: 2013-03-29 23:10:06
March 29 2013 23:08 GMT
#85
just to add to what I said here:
+ Show Spoiler +
On March 28 2013 04:31 rpgalon wrote:
my hotkey setup is very similar to this except that:

-I use Patrol on Q, hold position on W, and attack on E.
-My unit's abilities are on A ,S ,D ,F , and G.
-My hand stays on the keyboard like I'm playing an FPS (Shift, A, W, D, spc bar).


-I use space bar as a "cancel whatever my unit is doing" key
badog
eneyeseekay
Profile Joined March 2013
239 Posts
March 30 2013 00:08 GMT
#86
+ Show Spoiler +
On March 30 2013 07:59 ledarsi wrote:
The first change I made to the default hotkey setup was to remove ambiguity for abilities that toggle or will be used in sequence. In my opinion this is a huge flaw in the idea of a "smart key" using spacebar.

I would suggest that abilities like raise/lower supply depot, lift/land structures, siege/unsiege, cloak/uncloak units, burrow/unburrow, or any other toggle have one key to activate, and a different key to deactivate. Depending on your preference, space bar to activate can remain. But a different key should perform the reverse action.


I'm not sure if you've downloaded the most recent files, but I think I solved most of what you suggested as of today. I could be wrong, though, I'll check it out. I'd suggest checking the files currently up for download, they might have fixed your issues.

None of the Zerg abilities (I guess that would only be Burrow and Baneling Structure Attack) are ever bound to Smart Keys. I don't believe I have Cloak/Uncloak bound to Space Bar at the moment, as we feel the same about the sequential arrangements for toggles. I'll review the bindings to make sure there aren't any miss-bindings.

As for lifting structures, I never would suggest binding them to Space Bar, either lifting or landing. This is ok for spells, because if you accidentally hit Space Bar, you'll be prompted with a targeting interface, in which case you can Right-Click, or cancel the command before wasting energy. However, if you accidentally issue a lift via Space Bar, it simply executes--very bad.

It's definitely going to need more refinement, but the overall idea is for players to be able to close the gap for things that are normally mapped to the bottom row of keys, as well as other frequently used commands. I realize what I decide to include as default bindings will work for some, while others not as much, but it's a feature that's totally customizable. A good example of this is whether or not a certain Terran likes to use HSM or PDD more, so Space Bar would hold their favorite (HSM is default). Same with Protoss players with High Templars or Sentries and the player's preferred spells, with Force Field and Psi Storm on default.
eneyeseekay
Profile Joined March 2013
239 Posts
Last Edited: 2013-03-30 00:38:02
March 30 2013 00:27 GMT
#87
On March 30 2013 08:08 rpgalon wrote:
just to add to what I said here:
+ Show Spoiler +
On March 28 2013 04:31 rpgalon wrote:
my hotkey setup is very similar to this except that:

-I use Patrol on Q, hold position on W, and attack on E.
-My unit's abilities are on A ,S ,D ,F , and G.
-My hand stays on the keyboard like I'm playing an FPS (Shift, A, W, D, spc bar).

-I use space bar as a "cancel whatever my unit is doing" key

Hey rpgalon nice to see you're back! If I was using something such as Layered Injects or Tapping Inject methods, I would totally use Space Bar as a cancel/deselect key. It's really is a good idea! Since the Zerg layout uses Backspace method, they rely quite heavily upon Space Bar. If a Random or T/P player decided to use Alloy, they would expect some utility with Space Bar just as Zergs do. Since the other races tend to rely on spells/abilities more than Zerg (usually up until late game), the Smart-Key concept really supports T and P as a complimentary feature.
Mintograde
Profile Joined August 2010
United States25 Posts
March 30 2013 00:38 GMT
#88
Alloy Protoss (1hr old on Dropbox as of this post time) appears to be missing the following:

Void Ray: Prismatic Alignment
Oracle: Revelation
Mothership+MSC: Mass Recall
Stargate: Build Carrier
eneyeseekay
Profile Joined March 2013
239 Posts
Last Edited: 2013-04-02 06:27:58
April 01 2013 05:59 GMT
#89
Good news, Alloy is pretty f**king astounding, I am very impressed with it.

Here's the heart-wrenching part: I have to wait for about a week/a week and a half until I'm able to bind the HotS keys myself. It's been a horrrrible wait, believe me! At the moment, I'm working on new layout images for the thread and sorting all that out. I will need to go over the HotS bindings when I actually get my hands on a product key. If anyone would like to go over the bindings with me through Skype or email (eneyeseekay999@gmail.com), we could do it that way. Either way, the bindings are delaying this far longer than they should, and for that, I sincerely apologize to anyone waiting. Again, I am willing to do this through Skype or email---just say the word! Now, for my plans with the thread and Fleet Keys in general. Are you pumped or what???...Ok!

The current grid-based version will undergo one significant change before the update. Having Alt double-bound (to Queens and Warp-in Key) is being changed in the future download file, this has been a real love/hate feature for players, and the one feature I received the most feedback about. Having said that, I will keep it an option, and document it as a potential feature (listed under a "Manual Optimizations" list or something), but not keep it as part of the default configuration. Once the hotkey files for the current Fleet Keys and Alloy are completed, and the thread images are completed as well, I'll begin rolling out the two versions as separate Fleet Keys hotkey systems!

The current version of Fleet Keys this thread features will be going by the new name(s):
Fleet Keys Element, FK Element, and Element for short.


Alloy will keep the Alloy name, appearing as:
Fleet Keys Alloy, FK Alloy and Alloy for short.


I will often refer to them as Element and Alloy, as it's just quicker to type, and they are distinct.

I assure you that featuring the two systems will make sense aesthetically and appear simple for navigation. The information featured will be heavily condensed for easier readability (yaay, less walls of Nick's text like this post!). I think the Fleet Keys thread is looking pretty good, but not as good as it will be in the coming months! There's lots to look forward to!
Rockafella
Profile Joined August 2010
United Kingdom291 Posts
Last Edited: 2013-04-01 23:10:55
April 01 2013 23:07 GMT
#90
Nice to see you change up T=attack and other abilties with the advice I gave about being able to change hotkeys outside of StarCraft for individual abilities while using Grid (or it seems not that you have moved to standard, if you have any trouble with anything like that send me a pm. Haven't had time to check both setups completely but have you changed Space for Loading CC's to something else in each setup? Really nice work and will continue to keep a keen eye on the project.
eneyeseekay
Profile Joined March 2013
239 Posts
Last Edited: 2013-04-02 01:19:29
April 02 2013 01:18 GMT
#91
On April 02 2013 08:07 Rockafella wrote:
Nice to see you change up T=attack and other abilties with the advice I gave about being able to change hotkeys outside of StarCraft for individual abilities while using Grid (or it seems not that you have moved to standard, if you have any trouble with anything like that send me a pm. Haven't had time to check both setups completely but have you changed Space for Loading CC's to something else in each setup? Really nice work and will continue to keep a keen eye on the project.


I came to the realization that T was not very easy to reach for most people. I was used to it and accustomed to it, but only because I had forced myself into that without question. The Move command had to be left in the unit controls to allow players to move about without clumping, but Q,W,E as the main Unit control commands feels amazing! E is so central to the CG's, it just really clicks with the rest of the layout.

As for that loading issue, that shouldn't be a problem anymore, at least not in Alloy. Element will be primarily for the current Grid users who just want to optimize and build upon Grid, and people looking to learn a simple Grid layout. Alloy is for players who come from Standard layouts, but are also interested in Grid. Alloy will be the layout most players will probably use though, and is definitely the most advanced of the two. Even hardcore Grid users can pick up Alloy easily, as they are closely related, but different enough to warrant the two versions of Fleet Keys being separated in the two versions.
LazinCajun
Profile Joined July 2011
United States294 Posts
Last Edited: 2013-04-02 05:09:12
April 02 2013 05:07 GMT
#92
I'm finding it extremely awkward to use alt+qwer and tab for production buildings. It just feels wrong to have to use two keys to cycle through my production buildings. If you could bind alt+tab as an alternate for your nexus it wouldn't be that bad but going tab-> alt+q (hope you release alt quick enough), (produce),alt+w (produce) alt+e (produce) just feels too slow for me. Maybe I'm not practiced enough with it or something, but for personally i think tab 456 for production, maybe alt+r for upgrades, and 123 alt qwe for army feels much more natural.
eneyeseekay
Profile Joined March 2013
239 Posts
Last Edited: 2013-04-02 05:53:45
April 02 2013 05:44 GMT
#93
On April 02 2013 14:07 LazinCajun wrote:
I'm finding it extremely awkward to use alt+qwer and tab for production buildings. It just feels wrong to have to use two keys to cycle through my production buildings. If you could bind alt+tab as an alternate for your nexus it wouldn't be that bad but going tab-> alt+q (hope you release alt quick enough), (produce),alt+w (produce) alt+e (produce) just feels too slow for me. Maybe I'm not practiced enough with it or something, but for personally i think tab 456 for production, maybe alt+r for upgrades, and 123 alt qwe for army feels much more natural.


I does require an extra keystroke but it prevents you from having to bounce from 5-8, 4-7 and 4-6 all the way down to the typical production bindings. I totally get where you're coming from though. You can use the 4-6/etc method, and bump the Camera Locations up a row to use Alt+Q,W,E,R and A,S,D,F for all 8 cams and that could work fine.

The main reason I have the production bound to Q/W/E/R is because of not only the key proximity it allows you to keep, but it lets you monitor your production at really fast speeds (The fastest I've seen anyway). The keys are lined up in a way that allows you to swiftly drop/hold your thumb on Alt and then drop your ring, then middle, then index finger on Q,W,E respectively. This will give you an instant read on everything going on. Q/W/E also is dual-purpose because in Alloy, you have your 3 main unit commands on Q/W/E so you'll be very familiar with the keys after a while, and will help out when training units. It's definitely built more towards monitoring, but if you can monitor efficiently, you can avoid queuing up units, which is a huuuuuge deal if you can manage to reduce/eliminate it from your play. If you can queue less, you can also manage more production facilities without dumping resources into queued units which is an amazing mid and late-game skill. This works well for Protoss and Terran, but for Zerg it serves the purpose of quickly monitoring Injects and Hatch-related research/production/morphing.

Nothing's set in stone though, so use whatever works for you, don't be afraid to modify the layouts for you as they are simply starting points! Thanks for trying it out and pitching in feedback!
LazinCajun
Profile Joined July 2011
United States294 Posts
April 02 2013 06:20 GMT
#94
On April 02 2013 14:44 eneyeseekay wrote:
Nothing's set in stone though, so use whatever works for you, don't be afraid to modify the layouts for you as they are simply starting points! Thanks for trying it out and pitching in feedback!


I don't think I communicated very well in my last post. I really, really like the hotkey setup! Having camera keys readily available is especially handy. Thanks for sharing it and goign through the effort to present it so cleanly.
eneyeseekay
Profile Joined March 2013
239 Posts
Last Edited: 2013-04-02 06:49:50
April 02 2013 06:49 GMT
#95
On April 02 2013 15:20 LazinCajun wrote:
Show nested quote +
On April 02 2013 14:44 eneyeseekay wrote:
Nothing's set in stone though, so use whatever works for you, don't be afraid to modify the layouts for you as they are simply starting points! Thanks for trying it out and pitching in feedback!


I don't think I communicated very well in my last post. I really, really like the hotkey setup! Having camera keys readily available is especially handy. Thanks for sharing it and goign through the effort to present it so cleanly.


Hey you're welcome, thank you for even considering using it. I'm really glad you appreciate the aesthetics of the thread as well. The next overhaul will be even better and much cleaner (more elegant, better design, and proper logos for the layouts) so there's a lot of excitement for that. But yeah, I understood what you said just fine in your post, I just wanted to explain the ins and outs of the Q/W/E/R choice, for you as well as others who may be concerned. I have heard of a couple people wondering about it much like yourself, so I figured I would clear it up and perhaps shed some light on the reasoning behind it.
Luminex
Profile Joined September 2011
Germany4 Posts
April 02 2013 13:14 GMT
#96
Hi Guys..
I have developed my own Setup for 1 ywae ago....
I just explain it in short words:

I use a ESDF instead WASD Grid.....With Grid I meant customized standard Hotkeys as Grid Layout. The advantage is, that you will have the Buttons Q A and Y free for (in my example) ControlGroups from 8-0.
Main Building 5
Warpgate 4
Robo 6
Starport 7
Army is 1-2-3-8-9-0 AND/OR BGHQAY

The Buttons 0 is the same as Space for my main army
G is the same as 2
H is the same as 1
Y is Mothershipcore..
ControlGroup 1 and Q have changed their position...

So i have all Grid Options like buildings etc like a normal Grid....
But in a fight I can...VERY Fast Forcefield Timewarp and storm and main etc all i nee at my fingertips in short distances.
example....the Cast lay on WSDFXCV
ForceField = ForeFinger G and Ringfinger on S or X for
Storm= Ringfinger on Q and Middlefinger on W for storm (for phönix the same with lift up)
Timewarp= Pinky on Y for Mothershipcore and ringfinger on S for Timewarp
Stalker= Stalker Pinky on A and blink on S
Attack is F
Capslock is a second STRG
Win is Alt Button....and alt is Backspace

For this setup is a US Keyboard prefered, because of the Big Shift button, so you can reach easily 7 with the forefinger and CTRL with the Pinky
Camera....F1-F8 also modified....
F2 and F3 are on my Mouswheel to setup natural and the enemy location...
1 is the same as F5 ( for Day9 Shift+F2) which
F4 is my 3rd..
F5 is for other location.
if i use my wheel for camera F2 F3, i can with holding CTRL and Mousewheel setup the cam locations
and if i push Alt (whcih is the left window key) with Mousewheel, then I have Idle worker or Army...
Its a little bit confusing, because its not so transparent like the picture and explaining above, but i will hope you understand, what i meant with my broken english...^^
For Question (or incase of mass intressting people) i will expalin it in detail, load up profile or try to made pictures like the Guy above...
For special Things like you have Phönix HT and Void, there are little changes in setup, but then you have other buttons free for that handling.....
KK, i hope someone will try out my hotkey setup, because, an ESDF Grid is always BETTER tahn WASD, because you have EXACT the same settings, no changes by feeling ingame, BUT you have 3 more Buttons and with Control/Shift/Alt you have definitive the better choice..
SHODAN
Profile Joined November 2011
United Kingdom1120 Posts
Last Edited: 2013-04-02 14:16:42
April 02 2013 13:50 GMT
#97
there are some real whacky hotkey threads going round these days. the theory to this set-up is so well thought out. unfortunately my brain is hard wired to standard brood war/warcraft III/sc2 keys. If I attempt to use something like core/fleet keys my brain would fall apart like a piece of wet cake.

edit: saw other people posting their custom stuff. here's my terran stuff

` command centers
1 army (bio, bio/mine or pure mine if I'm meching)
2 army (tanks or ghosts; bunker in early game)
3 army (medivacs; depot in early game)
Q harass/support/scout #1 (ghosts vZ, banshees, dropship, etc)
W harass/support/scout #2 (usually dropship #2 or viking/raven)

throughout the game I reassign my bio/dropships to 1, 2, Q and W relative to where they are on the mini-map. say you're playing on a vertical map like Bel'shir Vestige, the bio attacking east will be hotkey'd on 1, bio attacking west will be 2, east drop on Q, west drop on W, etc. later on I split my ghosts on 2, Q and W. 2 for most of them, Q and W for snipe squads, or maybe a medivac for dropping ghosts on his templars (or dropping on infestors vZ). by this point it's better to just use the mini-map to juggle drops; you need the hotkeys to babysit your casters.

4 raxx/fact/ports (this becomes support/harass #3 if I'm playing mech)
5 facts only (this becomes harass/drop #3 if I'm playing vP)
6 ports only
7 tech structures

F1, F2, F3, F4, F5 bases
F6 xel naga tower
caps lock rally point #1
space bar rally point #2
shift + F1-F6, caps, or space bar to assign location

E hellions, tanks, mines, vikings and thors transform to special state (seige mode, hellbat, burrow, etc)
R hellions, tanks, mines, vikings and thors return to original mode

E, R, T spells raven/ghost

C cloak for banshee/ghost
X uncloak for banshee/ghost

T lift/land buildings
H hold units for bunker, planetary and medivacs
R unload units

D hold position
F patrol
Y assign rally point
alt idle workers

F7, F8 , 8, 9 , 0, U, J, N, Z, \ keys removed to reduce misclicks/improve muscle memory.
no base camera or "jump to alert" stuff.
JDub
Profile Joined December 2010
United States976 Posts
April 02 2013 13:56 GMT
#98
On April 02 2013 22:50 SHODAN wrote:
there are some real whacky hotkey threads going round these days. the theory to this set-up is so well thought out. unfortunately my brain is hard wired to standard brood war/warcraft III/sc2 keys. If I attempt to use something like core/fleet keys my brain would fall apart like a piece of wet cake.

Your brain isn't hard wired! You can learn something new if you try hard enough. The learning process is no fun though
eneyeseekay
Profile Joined March 2013
239 Posts
April 02 2013 15:12 GMT
#99
+ Show Spoiler +
On April 02 2013 22:14 Luminex wrote:
Hi Guys..
I have developed my own Setup for 1 ywae ago....
I just explain it in short words:

I use a ESDF instead WASD Grid.....With Grid I meant customized standard Hotkeys as Grid Layout. The advantage is, that you will have the Buttons Q A and Y free for (in my example) ControlGroups from 8-0.
Main Building 5
Warpgate 4
Robo 6
Starport 7
Army is 1-2-3-8-9-0 AND/OR BGHQAY

The Buttons 0 is the same as Space for my main army
G is the same as 2
H is the same as 1
Y is Mothershipcore..
ControlGroup 1 and Q have changed their position...

So i have all Grid Options like buildings etc like a normal Grid....
But in a fight I can...VERY Fast Forcefield Timewarp and storm and main etc all i nee at my fingertips in short distances.
example....the Cast lay on WSDFXCV
ForceField = ForeFinger G and Ringfinger on S or X for
Storm= Ringfinger on Q and Middlefinger on W for storm (for phönix the same with lift up)
Timewarp= Pinky on Y for Mothershipcore and ringfinger on S for Timewarp
Stalker= Stalker Pinky on A and blink on S
Attack is F
Capslock is a second STRG
Win is Alt Button....and alt is Backspace

For this setup is a US Keyboard prefered, because of the Big Shift button, so you can reach easily 7 with the forefinger and CTRL with the Pinky
Camera....F1-F8 also modified....
F2 and F3 are on my Mouswheel to setup natural and the enemy location...
1 is the same as F5 ( for Day9 Shift+F2) which
F4 is my 3rd..
F5 is for other location.
if i use my wheel for camera F2 F3, i can with holding CTRL and Mousewheel setup the cam locations
and if i push Alt (whcih is the left window key) with Mousewheel, then I have Idle worker or Army...
Its a little bit confusing, because its not so transparent like the picture and explaining above, but i will hope you understand, what i meant with my broken english...^^
For Question (or incase of mass intressting people) i will expalin it in detail, load up profile or try to made pictures like the Guy above...
For special Things like you have Phönix HT and Void, there are little changes in setup, but then you have other buttons free for that handling.....
KK, i hope someone will try out my hotkey setup, because, an ESDF Grid is always BETTER tahn WASD, because you have EXACT the same settings, no changes by feeling ingame, BUT you have 3 more Buttons and with Control/Shift/Alt you have definitive the better choice..

So you basically shifted Grid over one row of keys? That sounds like it would make reaching modifier keys much more difficult, and a no-go for someone with small hands. Just trying it now I'm see my pinky just barely sitting on the edge of Shift (I have a US keyboard, so my Shift is long, my hand is also fairly big). How do you get around Ctrl being so far away? Do you primarily use Shift to add to groups instead of creating? Also, what is your Unit Control layout (Attack, stop, Move, etc.)?
eneyeseekay
Profile Joined March 2013
239 Posts
April 02 2013 15:27 GMT
#100
On April 02 2013 22:50 SHODAN wrote:
there are some real whacky hotkey threads going round these days. the theory to this set-up is so well thought out. unfortunately my brain is hard wired to standard brood war/warcraft III/sc2 keys. If I attempt to use something like core/fleet keys my brain would fall apart like a piece of wet cake.


What part of Fleet Keys in your opinion is less wacky than the other layouts that are popping up? I get a fair bit of mixed reactions so I was just wondering.

I like the idea of mapping certain keys according to where you're putting them on the map to a certain extent. When I'm setting up my Cameras I do this in a similar fashion, with A,S,D,F on Main, natural, third, forward pos. Then the bottom row is usually Cameras that flow from top-right to bottom left. As for hard-wiring your brain, you seem to have a handle on 3 different game's layouts, which implies that you've got a flexible brain on those shoulders. Fleet Keys Element is pretty simple and organized, and Alloy is is even further condensed and organized, so you don't need to really put too much effort into remembering specific keys to learn either, it's more a matter of getting comfortable with Grid(esque) bindings. Grid works in other games as well, so there are other benefits to it. Thanks for checking out the thread SHODAN!
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