This Thread is for the discussion of the execution and various implementations of the Rapid Fire hotkey trick, found in custom hotkey layouts such as TheCore and Fleet Keys, originally brought to TL by eneyeseekay.
We will define Rapid Fire as the utilization of the keyboard's repeat rate in conjunction with keyboard bindings to gain an advantage in a game.
Bind an alternate to "Choose Abilily or AI target" that matches another command (such as spawn larva).
The command can be bound using an alternate (creating a less efficient layout) or by aligning the keys that make use of rapid fire (creating a more efficient layout)
TheCore makes use of the latter and can be seen in TheCore Archive This is an example of the protoss layout. 5 alternates have been set for "Choose Ability or AI target" and the gateway units have been matched to those keys along with other abilities that benefit from rapid fire such as Snipe, Infested Terran, and Graviton Beam.
The current commands that can benefit from Rapid Fire are as follows:
*Spawn Larva
Parasitic Bomb
Warp-In
Recall
Snipe
Auto Turret, Point Defense Drone, and Seeker Missile
*Rapid Fire inject is special in that it requires a keyboard that repeats multiple keys when pressed at the same time. The test to see if a keyboard is compatible with these two implementation can be found in the Rapid Fire Inject Video.
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So many choices. I remember watching your video on the mothership recall ability, hilarious, entertaining and potentially useful. I will have to check out all these other uses for this method as they sound amazing. Thanks for the post.
This Thread is for the discussion of the execution and various implementations of the Rapid Fire hotkey trick, found in custom hotkey layouts such as TheCore and Fleet Keys,
You can use in any hotkey set up if you set it up accordingly. Some other ideas I use it with:
mule - the problem is that it resets your worker rally, but it's still worth imo.
medevacs moving drop - when you're doing a doom drop it is sometimes awkward to click every medivac separatley. Using this method all you need it to hoover cursor at your medevacs while holding your ascribed key.
Great idea with the idle split trick, I will need to try it looks really good.
Another idea that actually works in a marine split challenge is to patrol move forward using rapid fire. It will get you to 15 lvl without doing literally anything. Unfortunatley it fails in real 1v1 because there are lings and thus your whole army stops.
On March 20 2014 23:21 JessicaSc2 wrote: medevacs moving drop - when you're doing a doom drop it is sometimes awkward to click every medivac separatley. Using this method all you need it to hoover cursor at your medevacs while holding your ascribed key.
I've set this up for overlords, where it should be even more beneficial since Zerg drops are usually larger than Terran drops and because overlords are slower than medivacs so that just unloading on a single spot on the ground takes relatively long. Unfortunately, i never go for drops, so I have no practical experience with it.
What I do, however, is using rapid fire with the gather command. Nothing big, but it saves your mouse the frantic clicking when you pair workers. Also, it can make drone stacking it little easier, that is, the kind where you make several workers look like one.
Another thing I currently try to incorporate is the move command. With rapid fire you can, for example, get your banelings to wander around an opponent's spine while your zerglings are killing it, saving the banelings for more worthwhile targets.
My 6gv2 with black switches is having a hard time alternating keys. With USB connection I can do it very rarely, but with ps2 I haven't had any luck. Anybody know a fix?
On March 22 2014 05:14 ObiWanPwnobi wrote: My 6gv2 with black switches is having a hard time alternating keys. With USB connection I can do it very rarely, but with ps2 I haven't had any luck. Anybody know a fix?
I can say that I have the 6Gv2, too, and the only keys which I have found to be able to do this are F and G, using USB exclusively. Probably it just doesn't work with this keyboard. Not a big deal, in my opinion, I think I can do well without.
On March 20 2014 20:26 FueledUpAndReadyToGo wrote: qwwwwwwwwwwwwww
nope not for me. Nice guide though
Just to make sure you know. You can use all of the rapid fire tricks except 2. (inject and worker split).
@JessicaSc2 Added Mule to the list. However Rapid Fire Unload is really dangerous. Its only useful if you're going for a moving drop, however if you move your mouse across a space in-between overlords or medivacs, it will unload on that spot with the entire CG and cancel the other potential moving drops that were working before.
Really interested in how you use rapid fire patrol to do marine split challenge. Video? or maybe just describe it in more detail?
On March 24 2014 09:42 JaKaTaK wrote: @JessicaSc2 Added Mule to the list. However Rapid Fire Unload is really dangerous. Its only useful if you're going for a moving drop, however if you move your mouse across a space in-between overlords or medivacs, it will unload on that spot with the entire CG and cancel the other potential moving drops that were working before.
Nope, not true. Dropships continue to move-drop even if you issue a drop order somewhere on the ground (just tested this). You actually have to do a stop command to cancel the move-drop.
To do it with grid, you'd have to take a standard layout and customize it to the grid keys. Then make adjustments where necessary. For example you could use the spot for move command as a rapid fire key (since you probably never press it).
Anyone with Filco Majestouch 2 or Ducky Shine 3 can confirm is larva inject works? If it does, which port you using to conect USB directly or through USB to PS2.
On June 10 2014 20:05 Expir3d wrote: Anyone with Filco Majestouch 2 or Ducky Shine 3 can confirm is larva inject works? If it does, which port you using to conect USB directly or through USB to PS2.
Thanks !
Yes to all of the above. it will work with either USB or PS2. Most if not all mech keyboards can do two keys at once and that's all you need for the fast injects. If you want to learn more google N Key Rollover.
On June 10 2014 20:05 Expir3d wrote: Anyone with Filco Majestouch 2 or Ducky Shine 3 can confirm is larva inject works? If it does, which port you using to conect USB directly or through USB to PS2.
Thanks !
Yes to all of the above. it will work with either USB or PS2. Most if not all mech keyboards can do two keys at once and that's all you need for the fast injects. If you want to learn more google N Key Rollover.
As I understand it, this isn't about the type of rollover you have on your keyboard. For example, on mine I can, of course, press A and W (and possibly other keys) at the same time in an FPS and it will register all of those correctly, but if I do the same thing in a text prompt, I won't ever get "awawawawawaw" as a result. What kind of result you get apparently depends on some keyboard trait other than rollover. I have no idea though what that could be.
I also tried to find out what characteristic is necessary for a keyboard to be able to rapid fire. So far I found a post somewhere in the depth of the www, that talks about this as a problem. There they concluded that some physical keyboard emulate 2 virtual keyboard to achieve the key Rollover. And as a result there can be 2 key inputs at the same time. As my keyboard is not able to rapid fire, I could not verify if this is correct, or if something else leads to the rapid fire capability. Maybe someone with a rapid fire keyboard could check the Windows Device Manager, if their keyboard shows up twice.
I re-rooted my inject/rapid fire key to an unused mouse key, thus holding this mouse key with my base camera on the keyboard the rapid fire inject method works.
I still won't recommend this method, as it is very gimmicky. The only time i use it is late game when i know i have at least 1 more queen that hatches, and even then things can go very wrong if not executed correctly.
On July 07 2014 23:11 ZedraC wrote: I re-rooted my inject/rapid fire key to an unused mouse key, thus holding this mouse key with my base camera on the keyboard the rapid fire inject method works.
I still won't recommend this method, as it is very gimmicky. The only time i use it is late game when i know i have at least 1 more queen that hatches, and even then things can go very wrong if not executed correctly.
Fun Fact about using a mouse button for this: You do not have to press them exactly at the same time. They will start alternating as soon as both buttons are pressed and you even can even stop pressing one of the buttons for a moment and resume the process: fdfffffffdfdfdfdfdfdfdfdfdfdffffffffffffdffffffffdfdfdfdfdfdfdfdfdfdfdfffffffdffffffffdfdfdfdfdfdfdfdfdfdfdfdfdfdfdfdfdfffffffffdffffffffdfdfdfdfdfdfdfdfdfffff ddddddddfdddddddfdfdfdfdfdfdfdfdfdfdfdfdfdfdfdfdfdfdfddddddddfdddddddfdfdfdfdfdfdfdfdfdfdfdddddddddfddddddddfdfdfdfdfdfdfdddd (d is on a mouse button and f is pressed via the keyboard)
Edit: I jumped into a game and tested it. It works fine, as long as there is the same number of queens as hatcheries. But if the queens are vastly outnumbered by hatcheries (I tested 1:6 and 3:8), then the queen starts wandering, if you are not lucky and hit the right hatchery with the first inject command. And even then the queen needs to stand right next to the hatch to immediately cast inject before the next the inject command is carried out. With a better hatch to queen ratio it is less likely to hit the wrong hatch with the inject, but still possible. And in game a queen often wanders a little, if units spawn next to it or if an enemy is nearby. I do not know if this is a problem with the usage of mouse and keyboard, or if this also occurs on pure keyboard rapid fire. But would like to have some feedback on it.
But using a mouse button for inject rapid fire makes a slightly modified cam inject possible: So you are rapid fire casting inject with your mouse, while cycling through your bases via the base cams. As you normally know which hatch does have a queen next to it, you can simply inject only these hatches. But this method also has the same problems like the cam injects: Wandering queens if one is out of energy or if it is too far from the hatch. Although the queens stop as soon as the closest queen injected the hatch (most of the time not that big a problem) The benefit is: You do not need to click on each hatch.
So I have bound Z, S, E, D and T as alternatives to Choose Ability or A.I. Target. Now I try to warp in ingame while holding down shift and moving my mouse in the warp area. Still there is jsut produced one Stalker at the time when I press Shift+S for instance. What am I doing wrong?
Yes. Or if you implemented it like I do (I have Alt set as my alternate to "Choose Ability or A.I. Target"), then you can press Shift + S (or any other gateway unit), stop pressing S (but still holding Shift) and then just hold down Alt while waving your mouse around.
My way is slightly less optimal, but I don't have to worry about other spells, abilities that ends up on Rapid Fire which might not work so nice.
Wow, I didn't know that you could edit the hotkey file to be able to warp in every warpgate unit with the rapid fire method. Protoss macro made even easier now, haha. Makes me want to play that race.
On August 29 2014 23:54 ( bush wrote: Wow, I didn't know that you could edit the hotkey file to be able to warp in every warpgate unit with the rapid fire method. Protoss macro made even easier now, haha. Makes me want to play that race.
It's almost like Zerg! Sddddddddddddddddddddddddddddddd!
i have a corsair vengeance and can do the rapid fire trick like every 10th attempt. am i just too stupid to do that, or is it kinda hard to do with some keyboards?
Just wanted to say thanks. The worker pairing method is extremely ergonomic and helps me with being OCD and hating not doing it but not wanting to spam clicks for so little gain when I know I have a wrist/hand issue that I shouldn't try to push.
Plus its actually just a plain better way to do it.
On July 07 2014 23:11 ZedraC wrote: I re-rooted my inject/rapid fire key to an unused mouse key, thus holding this mouse key with my base camera on the keyboard the rapid fire inject method works.
I still won't recommend this method, as it is very gimmicky. The only time i use it is late game when i know i have at least 1 more queen that hatches, and even then things can go very wrong if not executed correctly.
Fun Fact about using a mouse button for this: You do not have to press them exactly at the same time. They will start alternating as soon as both buttons are pressed and you even can even stop pressing one of the buttons for a moment and resume the process: fdfffffffdfdfdfdfdfdfdfdfdfdffffffffffffdffffffffdfdfdfdfdfdfdfdfdfdfdfffffffdffffffffdfdfdfdfdfdfdfdfdfdfdfdfdfdfdfdfdfffffffffdffffffffdfdfdfdfdfdfdfdfdfffff ddddddddfdddddddfdfdfdfdfdfdfdfdfdfdfdfdfdfdfdfdfdfdfddddddddfdddddddfdfdfdfdfdfdfdfdfdfdfdddddddddfddddddddfdfdfdfdfdfdfdddd (d is on a mouse button and f is pressed via the keyboard)
Edit: I jumped into a game and tested it. It works fine, as long as there is the same number of queens as hatcheries. But if the queens are vastly outnumbered by hatcheries (I tested 1:6 and 3:8), then the queen starts wandering, if you are not lucky and hit the right hatchery with the first inject command. And even then the queen needs to stand right next to the hatch to immediately cast inject before the next the inject command is carried out. With a better hatch to queen ratio it is less likely to hit the wrong hatch with the inject, but still possible. And in game a queen often wanders a little, if units spawn next to it or if an enemy is nearby. I do not know if this is a problem with the usage of mouse and keyboard, or if this also occurs on pure keyboard rapid fire. But would like to have some feedback on it.
But using a mouse button for inject rapid fire makes a slightly modified cam inject possible: So you are rapid fire casting inject with your mouse, while cycling through your bases via the base cams. As you normally know which hatch does have a queen next to it, you can simply inject only these hatches. But this method also has the same problems like the cam injects: Wandering queens if one is out of energy or if it is too far from the hatch. Although the queens stop as soon as the closest queen injected the hatch (most of the time not that big a problem) The benefit is: You do not need to click on each hatch.
Yeah, this method only seems to work reliably with equal hatcheries to queens or more queens, or as you said, there'll be a chance for queens to start wandering (increased by the amount of extra hatcheries), and they will also start wandering if you hold down the keys a few millisecond too long, since injects will be queued up on a queen (even if it's currently injecting a hatchery and you keeps cycling with rapid fire and get to a macro hatch it'll inject it after it's done with the first inject).
When you have equal hatcheries to queens this method is so sick tho, definately the easiest one as you don't have to click anything just hold down 2 buttons on the keyboard and super quick. Going to try to use it more on 3-5 bases.
I also use a mouse button as base cam and the "o" key as rapid fire key, the only difference is, I press the right mouse button/cancel and the stop command right after i cycled through the hatches. If I have 2 queens but 3 hatches and hold the buttons down to long, one starts walking off. The cancel/stop action holds it it place.
Seems to work fine, no matter how many hatches. I only recently started this though, might be that I only had games with equal queen/hatch numbers though... I will test this later I also do not see, how this should be different from the version with two keyboard keys? You have the same input result? Or is it a general issue with rapid inject?
I have an Aivia Osmium and if I press two keys it still goes opppppppppppp instead of the necessary opopopop, my 25€ Microsoft keyboard I use on travel can do it though. Anybody with the same issue?
E: Just tested it.
As long as your queen is directly next to the hatch, it doesn't matter, how many hatches you have, but as soon, as the queen is a bit away from the hatch, it starts walking. if you do the Stoop command, it willl stay, but you won't have injected.
So the key for this to work is, to remember to put the inject queens right next to the hatches, as soon as you moved them for whatever reason.
The best part about this inject is that once you learn how to do it correctly, its exactly the same every time, and works no matter the # of queens and hatches. If you're getting wandering queens it is because you haven't internalized the amount of time to hold down the keys yet.
OK, maybe I have done something wrong, but from my theoretical point of view, it is natural for the queen to wander in both scenarios: 1. Queens are outnumbered by hatcheries: If you hit the hatch without a queen next to it, another (the closest) queen will start wandering towards the hatch. This is not a big problem, if that queen’s hatch is next in the inject cycle, as the queen will almost instantly get another command to inject the hatch. But If there are a lot of hatches in between, the queen will take a step and will be out of range for the inject. Now it depends, does the queen reach her original hatch for the inject before the lonely hatch is injected again, or does it turn around again, as it got the command to inject the other, lonely hatch. If you really have developed the perfect sense of time you can stop right after the last hatch got the command and the empty hatch will not get another inject command. I think it will work perfectly then, but is this really possible? You have to be aware of the number of hatches you have all the time and know the time it takes to inject 3,4 or 5 hatches, or even more.
2. 2 hatches 1 queen, which does not stand right next to the hatch: When you start RF inject, the queen will move towards the first hatch you injected, but it soon will get the command to inject the other hatch and turn around. Basically you can now keep holding down the rapid fire inject keys and the queen will start running circles, as it cannot reach any hatch before the next inject command is cast. Now it only depends, when you stop injecting. The last hatch that received the inject command will be injected and the queen will travel to that hatch and do her job.
I would really love to be proven wrong here, but this is the way I experienced the RF inject and the reasoning for the queen behaviors I came up with.
On September 17 2014 22:43 JaKaTaK wrote: The best part about this inject is that once you learn how to do it correctly, its exactly the same every time, and works no matter the # of queens and hatches. If you're getting wandering queens it is because you haven't internalized the amount of time to hold down the keys yet.
They are not wandering because of the amount of time I hold it down, but because they aren't close to to the hatch.
If they are right next to the hatch, It works perfectly, even if I hold the buttons a little bit too long. (As long as it is shorter than the inject animation. This is easy to do, after a little practice) If one of them is a few steps away from the hatch, it may start wandering.
Here is what I think happens: (correct me if I'm wrong) Let's say I have 3 hatches, ABC and 2 Queens, X (on A) Y (on B but a few steps away) - select queens; press base cam and rapid fire 1. cam jumps to C 2. Queens get command to inject and the closest one starts walking 3. cam jumps to A 4. Queens get command to inject, since X is directly next to it, it will inject (by that time, it won't actually have moved, even if it was ordered to move in 2) 5. cam jumps to B 6. Queens get command to inject, since X is still busy, Y starts to walk towards B 7. cam jumps to C 8. Queens get command to inject, since X is still busy, Y starts to walk towards C ...
-> roaming Queen Y
Only if I let go, right after I give the command to Inject B (i.e. 6) I don't have a problem, the queen will inject the right hatch and all is well, but this is impossible to control. but if I let go at any other point in the cycle
I always said someone with enough mouse accuracy and practice could pull off the RF Forcefield, but seeing it with my own eyes is kind of astonishing. I almost don't believe it.
EDIT: Looks like its a MOD that allows that to happen and not perfect execution in normal Sc2 game.
Anyone else find using this method for injects does more harm than good. It may save me a second, which is nice, but has the potential to make me lose 30 seconds. If I have less queens than hatcheries at some point in the game they will sometimes go ape shit around the map. If a queen next to 2 hatches only has energy for one inject but a queen elsewhere has energy for 2, again the queens do bad traveling. I find this method analagous to using ctrl-f2, it can save a lot of time, but it will fuck you over hard.
Ok, a friend told me that it worked with his keyboard (Corsair vengeance K90). I also read in a forum that it should work with any mechanical keyboard. Can you just tell us what keyboard have you used for the video ?
On September 28 2014 03:54 JaKaTaK wrote: That is happening because you're holding down the 2 keys for too long!
How do you figure? Let's say I have 3 hatches and 3 queens. Let's also say that the very first time I switch to a base location the queen next to that hatch doesn't have any energy. When I click on that hatchery one of the other queens is going to start running there.
On September 28 2014 03:54 JaKaTaK wrote: That is happening because you're holding down the 2 keys for too long!
How do you figure? Let's say I have 3 hatches and 3 queens. Let's also say that the very first time I switch to a base location the queen next to that hatch doesn't have any energy. When I click on that hatchery one of the other queens is going to start running there.
and then it is given the order to inject the hatchery that is closer to it which overrides that initial order. And you let go of the keys before any of the queens can be given a 2nd order (after they inject the closest hatch).
On September 28 2014 03:54 JaKaTaK wrote: That is happening because you're holding down the 2 keys for too long!
How do you figure? Let's say I have 3 hatches and 3 queens. Let's also say that the very first time I switch to a base location the queen next to that hatch doesn't have any energy. When I click on that hatchery one of the other queens is going to start running there.
and then it is given the order to inject the hatchery that is closer to it which overrides that initial order. And you let go of the keys before any of the queens can be given a 2nd order (after they inject the closest hatch).
So you're not using the shift key. That's fine, except when I need one queen to inject multiple adjacent hatches. That won't happen if I'm injecting properly all game, but my point is that the rapid injects just aren't going to work in every scenario and if you rely on it you may find yourself wishing you never used it in the first place.
On September 28 2014 03:54 JaKaTaK wrote: That is happening because you're holding down the 2 keys for too long!
How do you figure? Let's say I have 3 hatches and 3 queens. Let's also say that the very first time I switch to a base location the queen next to that hatch doesn't have any energy. When I click on that hatchery one of the other queens is going to start running there.
and then it is given the order to inject the hatchery that is closer to it which overrides that initial order. And you let go of the keys before any of the queens can be given a 2nd order (after they inject the closest hatch).
So you're not using the shift key. That's fine, except when I need one queen to inject multiple adjacent hatches. That won't happen if I'm injecting properly all game, but my point is that the rapid injects just aren't going to work in every scenario and if you rely on it you may find yourself wishing you never used it in the first place.
true, they don't work in every scenario. They work in almost all scenarios, and a 2ndary inject method can be used for those special scenarios very easily.
3 hatch, 2 queens. 2 hatches currently spawning, 1 not (obviously). Spawning not quite finished yet. I Inject-> both queens start to walk to the third. Even if I hit stop right after, they moved a step, which messes everything up. (see my post above) Same issue if Injects don't line up. 3 Hatch, 2 Queens. 1 Hatch currently spawning, 1 Just finished, 1 not (no Q). I Inject, the queen from the hatch that is still spawning moves.
In summary, this method is incredibly fast, if and only if your queens are right next to the hatch, you hit inject not a second to soon and you injects line up. Otherwise you have roaming queens.
Now that I read this Jakatak on injects, I am thinking of altering my method. I simply think it is not worth the amount of time learning to controll this method perfectly. Yes, it will safe time, if it works, but If it does not work perfectly, you get roaming queens, which sucks a to the ss. I feel I spend more time sending my queens back than I saved due to quick injects.
I'll try some things out tonight, but I am sceptical. One thing I will try is - select Qs - move mous to middle - press and hold rapid fire key - press and hold basecam for a split second and immideately press stop. (I have my basecam on the mouse, it might not work that way with keyboards)
Maybe if I hit the timings better, but it seems very hard, to hold the keys the exact amount of time needed, especially with alternating numbers of hatches.
I've been trying to get this "sdsdsdsdsdsdsd" but end up only getting "sdddddddddd". Yet i have a mechanical keyboard (SteelSeries 6Gv2). Only i'm using linux and it uses a USB port.
Should i put it on a PS/2 port ? supposedly i'd get real nkro, but how is it related to the fact that you 2 keys pressed will effectively output an alternated sequence ?
I've been googling for quite a while, but i'm afraid i miss the right search words (nkro not being useful here).
So JaKaTaK, do you use your keyboards on windows in a PS/2 port ?
Other question : it seems that using a macro on special keyboard (doing more than one action) is bannable. Now if i set the macro "Backspace+V", it's two actions. How is using a special keyboard allowing this not bannable and setting a macro doing it bannable ? (since it produces the exact same output right ?)
Other question : it seems that using a macro on special keyboard (doing more than one action) is bannable. Now if i set the macro "Backspace+V", it's two actions. How is using a special keyboard allowing this not bannable and setting a macro doing it bannable ? (since it produces the exact same output right ?)
The Blizzard rule is one key for one action. Setting a macro to press two keys (or alternating two keys) is ban-able while pressing those two keys so that they repeat is difficult and a skill which someone can get right or wrong (as you have noticed). Pressing one button is a lot easier.
Ok, so after extensive testing, here's the answer for those interested (Rapid Fire Inject Technique = RFIT) :
1) Tested under windows with a Logilink 1$ keyboard (USB) : double key repeat works every time for all keys combinations i tried (fgfgfgfgfgfgfg etc...). So this keyboard works 100% for the RFIT.
= PS/2 is definetly not required for the RFIT under Windows
2) Tested under Windows with the SteelSeries 6Gv2 (USB) and after a lot of testing around, "fgfgfgfg" and "öäöäöäöäöä" work but nothing near as reliably as with the 1$ keyboard mentionned in 1). Also, i could never get ghghghgh (only ghhhhhhh). It's like it's more precise, and makes it harder to push the 2 keys at the exact same time.
= the SteelSeries 6Gv2 is hardly compatible with RFIT. (very unreliable, especially under stress in a real game)
3) Tested under Linux, neither my 1$ keyboard, nor my SteelSeries 6Gv2 can get a double key repeat, ever. Be it USB or PS/2 (both tested).
= the RFIT *cannot work* under Linux (both USB and PS/2 won't work). (aside from some Xorg hacks i'm not in the mood to look at right now)
On November 17 2014 12:54 MilExo wrote: The Blizzard rule is one key for one action. Setting a macro to press two keys (or alternating two keys) is ban-able while pressing those two keys so that they repeat is difficult and a skill which someone can get right or wrong (as you have noticed). Pressing one button is a lot easier.
Following this logic, if by some magic i can make "AltGr+M" translate into "Backspace+V" through a keyboard macro, than it's 2 keys pressed for 2 keys pressed right ? i feel like all this is nearing sophism : i read that the double repeat key behaviour is actually a windows bug, not supposed to happen. And it certainly is an unfair advantage to the ones using windows + the right, allowed keyboard.
Btw, "pressing those two keys so that they repeat is difficult" is not true : as i tested, i noticed that with the right keyboard and the right OS, it works 100% of the time.
On November 17 2014 14:20 JaKaTaKSc2 wrote: I use USB. Works on my Razer BW TE and my Das Ultimate Stealth
Thanks for your videos and your great input overall ! and yeah, as i found out, USB works...
it's hilarious that people think even using keyboard macro "is bannable" although it's technically impossible to do. What do you expect blizzard to do? writing a key logger?
How is it possible to bind more than 1 hotkey to the "choose ability or AI Target"? Grubby gave me this command, but when i add it to my hotkey file it doesn t change anything.
Is there any way to use rapid fire warp in with default hotkey setup? I don't think I can switch to the core or anything at this stage. Too much muscle memory already used on my own hotkeys.
On November 25 2014 23:58 TheWisp wrote: it's hilarious that people think even using keyboard macro "is bannable" although it's technically impossible to do. What do you expect blizzard to do? writing a key logger?
Maybe not. I will use my macros to say "gl hf" and "gg" (because with the core and a tiltet keyboard, it sucks to chat)
But that is hardly the point. A crime is a crime, regardless of whether you are caught or not. There might be a way to maphack, without beeing caught, is that ok then? Blizzard considers it cheating (as do I), therefore, if you do it, you have a small p*enis ;-)
btw. Are you sure there is no way for blizzard to know, besides a keylogger? I am not... If you open a game in SClight or similar, you can see every command that has been given. Who knows, what data is stored by SC2?
On December 11 2014 14:12 Ashent wrote: Is there any way to use rapid fire warp in with default hotkey setup? I don't think I can switch to the core or anything at this stage. Too much muscle memory already used on my own hotkeys.
You can use it in any hotkey setup, you just have to
Bind an alternate to "Choose Abilily or AI target" that matches another command (such as spawn larva).
whether or not it will cause a conflict in some cases is a different story. You have to play around, a bit or use a completely unused key for that.
Btw. I only use the rapid injects now if i am sure, i have 1 queen per hatch and they are right next to it. For example, before I plan to attack I make sure they are. that way, I can inject during the attack, without loosing out on micro much. The other times, i use the basecam method with double clicking my rapid fire key, instead of holding it down. Works a charm.
I had very bad experience with using that method after beeing attacked. maybe I should put the queens on hold command...?(should use that more often anyway)
On December 24 2014 03:10 Alchemik wrote: hm, what's the way to bind more than two hotkeys? (like, I want to be able to rapid fire both creep spread and infested terrans, how do I do it?)
You have to exit starcraft and edit the hotkey file manually.
Find this folder: C:\Users\YOUR_USER_NAME\Documents\StarCraft II\Accounts\LONG_NUMBER\Hotkeys
Backup then open whichever .SC2Hotkeys file you use in notepad (with SC2 closed).
And find the line; TargetChoose=LeftMouseButton
And add any keys you wish to use for rapid fire, my line is; TargetChoose=LeftMouseButton,A,S,D,W
A,S,D cover all my units special abilities (mostly). So AutoTurret, Point Defence, Seeker Missle, Sniper, EMP. W is my key for call down mule.
I am trying to set up multiple alternates but when I go to access my profile's hot key file, it says it can't be accessed. So I opened it through notepad manually and got some of the text but almost all of it is missing, including the section needed for setting up rapid warp in. Anyone else have this problem?
EDIT: Just read the above comment, I might have had my client running when I did this. Whoops.
2 problems: A) I can't find where to edit my hotkey file for more than one additional rapid fire key. I can find the hotkey file, but there's only a few lines there (the things I changed), but not the command I'm looking for. Can I put it in there? Where? B) When I use the rapid fire, my keyboard (G6v2 Steelseries) will make 1 click, wait half a second, after that, rapid fire starts. It is not in the standard windows setting. Can anybody point me in the right direction for that?
A) add a single alternate in game, and TargetChoose= will appear in the .SC2Hotkeys file B) not sure what you're asking here. Your keyboard is overriding your windows settings?
B) When I use the rapid fire, my keyboard (G6v2 Steelseries) will make 1 click, wait half a second, after that, rapid fire starts. It is not in the standard windows setting. Can anybody point me in the right direction for that?
tyty♥
Something to do with the keyboard repeat rate? The function key and button combo on the keyboard should increase or decrease it.
On January 15 2015 08:17 JaKaTaKSc2 wrote: A) add a single alternate in game, and TargetChoose= will appear in the .SC2Hotkeys file B) not sure what you're asking here. Your keyboard is overriding your windows settings?
B) When you push and hold a button (a), it goes: a <slight pause> aaaaaaaaaaa
I think he wants to change the slight pause. Might be interesting to fiddle arround with it. It sometimes feels very long, until the rapid fire starts, but it might cause problems, if you make it too short...
On January 15 2015 08:17 JaKaTaKSc2 wrote: A) add a single alternate in game, and TargetChoose= will appear in the .SC2Hotkeys file B) not sure what you're asking here. Your keyboard is overriding your windows settings?
B) When you push and hold a button (a), it goes: a <slight pause> aaaaaaaaaaa
I think he wants to change the slight pause. Might be interesting to fiddle arround with it. It sometimes feels very long, until the rapid fire starts, but it might cause problems, if you make it too short...
Yes, that's what I mean. For example, when rapid firing, I can spam 16 Infested Terrans at a line, and the speed of it makes it so there's one ball of 15 ITs forming and the first one is slightly ahead, if that makes sense. It is the Keyboard Repeat Delay in Windows Setting, but I put that on the lowest setting. I was wondering if there were other methods.
ok so i have a logitech g710+ via USB (in a rollover test it can press every key but that doesn't seem to mater for this) normal rapid fire works fine for warp ins ITs ect my keyboard produces jkkkkk for the RFIT keyboard king was my first workaround, when u use keyboard king its a lil buggy (ie you can not bind any keys in any app if KK is running on that key but if that key is already mapped then it seems to function normal) but it does give you jkjkjkjkjk i just dont trust its reliability of the key functioning perfectly every time so then i tried the mouse button work around and this works and i like it alot as now i have base cam key binded to my mouse, although i might switch keys and put my rapid fire key on my mouse Z (for zealots rebounded as an alt keybind for most rapid fire acceptable abilities such as snipe and IT) then i can rapid fire things from my mouse but idk but i thought i would post and add that i find the mouse workaround to be the best and cant be against TOS as keyboard king seems the be in the grey area. (i mean your editing the way your OS and keyboard interact not the way your game and os/keyboard interact, but really you can make a bot with the same philosophy)
TL:DR if your keyboard does jkkkk instead of jkjkjk bind one of the letters to a side button on your mouse then u dont need third party software
JaKaTaK I use DarkGrid still. I love it! I just hate how the hotkeys conflict with arcade games so I have trouble when I wanna take a break in one of those... Remembering to a-move instead of Q-moving is hard...
Thanks for this, though! I will definitely be setting this up with DarkGrid's spell keys.
On May 03 2015 05:34 Sholip wrote: Uhm, guys, why is rapid fire Smart command not working in LotV?
It does work the same way. The section in the hotkey file may have changed, you should manually input one and then edit the rest onto it if you have multiple keys.
On May 03 2015 05:34 Sholip wrote: Uhm, guys, why is rapid fire Smart command not working in LotV?
It does work the same way. The section in the hotkey file may have changed, you should manually input one and then edit the rest onto it if you have multiple keys.
But did you try Smart Command specifically? Because everything works fine for me with rapid fire, except Smart Command.
On May 03 2015 05:34 Sholip wrote: Uhm, guys, why is rapid fire Smart command not working in LotV?
It does work the same way. The section in the hotkey file may have changed, you should manually input one and then edit the rest onto it if you have multiple keys.
But did you try Smart Command specifically? Because everything works fine for me with rapid fire, except Smart Command.
On May 03 2015 05:34 Sholip wrote: Uhm, guys, why is rapid fire Smart command not working in LotV?
It does work the same way. The section in the hotkey file may have changed, you should manually input one and then edit the rest onto it if you have multiple keys.
But did you try Smart Command specifically? Because everything works fine for me with rapid fire, except Smart Command.
Can confirm, it doesn't seem to repeat any more. I#m fine with that, I didn't have any use for it anyway.
On May 03 2015 05:34 Sholip wrote: Uhm, guys, why is rapid fire Smart command not working in LotV?
It does work the same way. The section in the hotkey file may have changed, you should manually input one and then edit the rest onto it if you have multiple keys.
But did you try Smart Command specifically? Because everything works fine for me with rapid fire, except Smart Command.
I don't know what you mean by that.
Smart Command is what is usually done with right click. You can/could bind it to a key and use it in a similar way as regular rapid fire.
On May 03 2015 05:34 Sholip wrote: Uhm, guys, why is rapid fire Smart command not working in LotV?
It does work the same way. The section in the hotkey file may have changed, you should manually input one and then edit the rest onto it if you have multiple keys.
But did you try Smart Command specifically? Because everything works fine for me with rapid fire, except Smart Command.
Can confirm, it doesn't seem to repeat any more. I#m fine with that, I didn't have any use for it anyway.
On May 03 2015 05:34 Sholip wrote: Uhm, guys, why is rapid fire Smart command not working in LotV?
It does work the same way. The section in the hotkey file may have changed, you should manually input one and then edit the rest onto it if you have multiple keys.
But did you try Smart Command specifically? Because everything works fine for me with rapid fire, except Smart Command.
I don't know what you mean by that.
Smart Command is what is usually done with right click. You can/could bind it to a key and use it in a similar way as regular rapid fire.
It makes Phoenix micro more comfortable, though. I also see no reason why it had to be removed.
Don't know why it was removed, have to ask Blizz and its pretty low on my priority list. RF move should have the same effect for phoenix and RF gather for worker pairing.
On May 04 2015 03:19 Sholip wrote: Why, though? Also, I wonder if the same effect can be achieved by RF-ing Move instead of Smart Command.
Rapid fire with move command should work. I use it with banelings in ZvZ and sometimes with scouting zerglings in ZvP, and I don't see why it shouldn't work with phoenixes.
RF works for LotV, just not Smart Command RF. If you replace the command smart command was acting as (such as move or gather) with a hotkey also bound to Choose Target.
Is RF Inject effectively broken in LoTV? I haven't played legacy, but since I've recently started switching and trying new inject methods in HoTS, going from camera location to layered camera injects and now exploring RF injects I wonder if I'm not expending a lot of time trying to master this inject method only to be forced to switch back to camera injects (not even layered) when LoTV comes out. Any clue?
actually.... the rapid fire inject... just got buffed beyond all belief. Now you just hold it until all the energy for the injecting queens are gone. No wandering queens!
EDIT: damn, never mind, the first test was a fluke. that was so close to being unreasonably awesome. RF inject works just about the same as it used to, maybe a little bit better
On September 20 2015 20:43 JaKaTaKSc2 wrote: actually.... the rapid fire inject... just got buffed beyond all belief. Now you just hold it until all the energy for the injecting queens are gone. No wandering queens!
EDIT: damn, never mind, the first test was a fluke. that was so close to being unreasonably awesome. RF inject works just about the same as it used to, maybe a little bit better
That'd be awesome hahahaha, thanks for the answer. Which keys do you recommend? I'm using Fleet Keys (latest version) and space is bound to smart ability, so I settled down for space (here being spawn larvae instead of base camera)+c(custom), but I'm wondering if I'm just getting started or setting myself for failure on pressing them at the same time, since they're plenty of times I'm just doing base camera and nothing is actually injected. Luckily, I do notice
For all users that are wondering or frustrated about the state of RF on OSX, who most likely haven't seen my reddit answer, and surely not my blog :D, I just made a post explaining how to get RF on OSX: https://adrianperez.org/workaround-for-simultaneous-key-presses-in-osx/. Hope that helps someone out there. GL&HF.
This is wonderful, I no longer need to contort my hands across my keyboard every 30 seconds for a half an hour. But I was wondering if there would be any practical application for the burrow skill: Binding both select and burrow to a spare, but handy, key so I could pop my roaches underground by mousing over them instead of vainly trying to click on them. Or would that create more problems than it fixes?
I am trying to set up rapid fire as described in your videos, with binding a spell to the same button as select. However, when I enter the hotkey in one place, it will unbind at the other place. (I cannot seem to bind multiple spells/actions to the same key)
Am i retarded or is this a known problem with or without a solution? It is important to note that I am playing on a mac so that might ofcourse be the cause. In that case is there a way to rapid fire on a mac that anyone is aware of?
I am trying to set up rapid fire as described in your videos, with binding a spell to the same button as select. However, when I enter the hotkey in one place, it will unbind at the other place. (I cannot seem to bind multiple spells/actions to the same key)
Am i retarded or is this a known problem with or without a solution? It is important to note that I am playing on a mac so that might ofcourse be the cause. In that case is there a way to rapid fire on a mac that anyone is aware of?
Thanks in advance!
Remember you're not binding it to select, you're binding it to "Choose Ability or AI Target" (aka TargetChoose). These are different things. Secondly make sure you are adding an alternate for TargetChoose and not trying to change the primary bind.
Just wanted to post a thanks for this guide and its associated videos, adapted this into my hotkey setup and its very effective for snipes and mules as terran.
Excited to continue finding new tricks like this to improve my game.
On March 25 2017 19:14 DERASTAT wrote: one short question: how can i bind more than 1 Alternative to choose ability or AI target?, My hotkeys went lost and i am trying to recreate them
On March 19 2014 03:31 JaKaTaKSc2 wrote: This Thread is for the discussion of the execution and various implementations of the Rapid Fire hotkey trick, found in custom hotkey layouts such as TheCore and Fleet Keys, originally brought to TL by eneyeseekay.
We will define Rapid Fire as the utilization of the keyboard's repeat rate in conjunction with keyboard bindings to gain an advantage in a game.
Bind an alternate to "Choose Abilily or AI target" that matches another command (such as spawn larva).
The command can be bound using an alternate (creating a less efficient layout) or by aligning the keys that make use of rapid fire (creating a more efficient layout)
TheCore makes use of the latter and can be seen in TheCore Archive This is an example of the protoss layout. 5 alternates have been set for "Choose Ability or AI target" and the gateway units have been matched to those keys along with other abilities that benefit from rapid fire such as Snipe, Infested Terran, and Graviton Beam.
The current commands that can benefit from Rapid Fire are as follows:
*Rapid Fire inject is special in that it requires a keyboard that repeats multiple keys when pressed at the same time. The test to see if a keyboard is compatible with these two implementation can be found in the Rapid Fire Inject Video.
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On May 28 2018 01:21 JaKaTaKSc2 wrote: Hey there MrFreeman,
That was patched out a few weeks after we released that video
Lol, never noticed it was gone and now that tosses started to turtle and slowly build up T3 air army, I've started to miss it. Well, at least it's not me doing it wrong, thanks .