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I have played extensively only terran and zerg so far, I also use custom hotkeys to macro, but here's how it looks :
In both races I use 1-3 to units
Terran
4 for barracks, 4&6 if I am massing M&M to get the reactored marines faster than by using TAB 5 for all CCs/OCs 6 for factories or Starports, depending on the units I use the most often during that game 7 for factories or Starports
Sometimes I will use 4&6 for facs/ports if I really don't need the rax
All main unit production is set on T-R-E, special units like Ravens, Ghosts and BCs use different hotkeys (by memory I think I put W for Ravens and G for ghosts)
Zerg
This is interesting imo and I developped this set of hotkeys over dozens of games :
4 is for all Hatcheries 5 is hotkey for larvae 6 is Hatchery(ies) + Queen(s)
basically, when I'm away ordering my units and I need production, say mutalisk (which I have "S" as hotkey, I think it's default) it looks like this : 4-5-s-s-s-s-s-...-left click for rally-6 (to select queens) x-click-x-click-... (x being the larvae spawn ability, and click on the hatchery icon)
so I can produce anything I need - and very quickly! - without ever having to look at my base as a zerg
of course I have custom hotkeys for buildings and units, and it's very much only personnal preference, but I rebinded the building hotkeys to be close to B and G (the basic and advanced structures interface access), the most common buildings look like this :
- B-V for pool (same for other race's rax) - B-C for warren - B-X for hatch (same for other race's main) - B-G for extractor (same for other race's gas building) - B-R/T for spines/spores (same for other race's bunker/turret/cannon) - G-G for den - G-F for infestor's nest - G-S for spire - G-R for nydus
and for units, these are my hotkeys :
- T = drones (same for other race's workers) - B = overlords (same for other race's farms) - R = roaches - Z = zerglings - A = mutas - W = infestors - C = corruptors
Hope this helps some people!
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4-5 ?
not smth like 4-s (all hatch -> select larvae)
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On March 09 2010 22:40 MaDTeMpLaR wrote: any thoughts on why they removed f2 f3 f4 ?? They can't remove it, because SC2 is a new game. Either they won't add it, or haven't gotten to it yet.
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1 Main army 2 Flank/air (scouting probe/overlord early) 3 Casters 4 Hatchery + queen or CC/nexus 5 Hatchey + queen or rax/gateways (+nexus) 6 first tech building (+nexus) 7 2nd tech building (+nexus)
Be sure to hotkey queens and hatcheries together and well as nexus + other buildings so you can use inject larva or Chrono boost without looking back at base.
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On March 09 2010 22:02 Striverz-G wrote:Show nested quote +On March 09 2010 21:22 MorroW wrote: its best to split ur tech labs from ur reactors
if u have 2 tech labs and 2 reactors selected (raxes) and click 6 marines, then it will make 3 rine in each tech lab and nothing in the reactors or vise versa. i usually hotkey tech labs on 4 and reactors on 5 :p
or press TAB to cycle through your different type barracks under one hotkey (ex: 5ddd, tab, aaa) to build 3 marauders and 3 marines ye thats true, i just find that to be harder (and new)
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On March 09 2010 22:40 MaDTeMpLaR wrote: any thoughts on why they removed f2 f3 f4 ??
It might be as simple as how they are used in the replay viewer. In the replay viewer F1-F* are to select the "POV" of each player.
As Terran I set my CC's all to 5, and my rax to 3, my secondary buildings to 4(factory and or starport), you will be amazed how fast you learn the tab system, and how quickly you will love it. You can be microing, move you guys back, hit 3 adjust the rally point, D, A,A,A,A, then grab your army (for me on 1 and 2 depending on the composition), and you are back in the fight with reinforcements on the way, sooooooo much better.
As Protoss with the warp gate mechanice, you already have warp gates on 'w', so I just use the 5 for Nexus's, and 3/4 for other production buildings. However somebody posted some good ideas about grouping ALL buildings to make chrono boosting easier, and you can just chrono boost your icons, which sounds very sexy but I've been playing to much Terran recently to try it out.
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Hotkeying your hatcheries to different hotkeys is going to be so much better, SLIGHTLY harder but better. You wont have to count out pressing z 18times for 18sets of zerglings and you will be able to choose what spawns where, and double pressing the hatch hotkey will take you to the hatch.
Seriously, do NOT hotkey your hatcheries to one hotkey; it is "easy" mode sure but it is also inefficient mode. At least dont recommend to other people to do it, it's just a sloppy horrible habit I would never recommend to get into.
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I wonder if the same people that are complaining that SC2 has made macro too easy are the same ones who are complaining at the lack of F keys.
SC1 = Never enough hotkeys; F keys extremely valuable as location markers. SC2 = You'll never need to run out of hotkeys; but no easy way to jump to a location with the F keys. (But you can always hotkey a building in every base to do that.)
I realize that there were obvious advantages to having the F keys in SC1 eg. moving workers to another expansion, when under heavy harassment/attack, without deselecting them. That is a definite time saver. But, with infinite selection, you only need to drag a box round your workers once, whereas you would have had to do it a few times in SC1.
Also, I could be wrong, but workers don't even seem to behave differently when told to go to a gas geyser or a mineral patch. At least, not in the way they did in SC1, when they would glide through other units.
If this is true, then there's no reason why you can't just send your units to a location on the minimap, if you wanted to be 'lightning fast' in sending them away. Or just click on the minimap and send them to a mineral patch.
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On March 10 2010 03:06 bladebrood wrote: Hotkeying your hatcheries to different hotkeys is going to be so much better, SLIGHTLY harder but better. You wont have to count out pressing z 18times for 18sets of zerglings and you will be able to choose what spawns where, and double pressing the hatch hotkey will take you to the hatch.
Seriously, do NOT hotkey your hatcheries to one hotkey; it is "easy" mode sure but it is also inefficient mode. At least dont recommend to other people to do it, it's just a sloppy horrible habit I would never recommend to get into.
Don't understand this...whether or not you put all hatches in same group or not, you'll still need to press z 18 times for 18 zerglings...
And how often do you actually want your hatches to rally to different locations?
Putting each hatch in its own hotkey does let you center on the hatch easily, but totally disregarding a hotkey for all your hatches makes macro needlessly complicated. Do both.
Here's what I do:
5: all hatches 6: 1st hatch + 1st queen 7: 2nd hatch + 2nd queen 8: 3rd hatch + 3rd queen 9: 4th hatch + 4th queen 10: 5th hatch + 5th queen
I've never been past 5 hatches, since 5 hatches + 5 queens = 12.5 hatches of production (insane)
this lets me macro easily & efficiently, while still letting me use queens without needing to move my screen back to my bases.
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Just to see if I got this right: Lat's say I have 4 hatcheries with 4 queens, each one standing next to a hatch, and i put them all in one group. So if i select this group and just press X for larvae injection and click on every hatch, so each queen injects her own hatchery?
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I think F keys are meant to be used by custom made games (for heroes)
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this STILL baffles me, how can perfect macro be a bad thing.
Think about it like this, its like if they took football(american+soccer) and made all the players able to run the same speed and catch/kick/throw equally well. In theory this would be good for the game as it allows people to concentrate on the strategy and smart plays, but it would actually remove a huge element from the game AND the strategy. All good sports have a strategic component and a physical/mechanical component, this allows:
1. Much more capacity for skill and improvement 2. Actually INTRODUCES strategy in the game to compensate for imperfect mechanics, you can't macro or micro perfectly in BW so you have to smartly allocate your attention between all the things going on in the game, deciding what is important (game sense). 3. Adds the strategic element of attempting to take advantage of your opponents lack of perfect Macro/micro (multiple attacks, sneaking drops, getting them to waste time muta microing when you think you will come out economically ahead, distracting them with harass while you expand). 4. Allows gameplay style, you can customize how you play between concentrating more attention on overall strategy/micro/macro. Without mechanical requirements everyone plays the game very similarly, which isn't much fun.
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On March 10 2010 03:42 Slunk wrote: Just to see if I got this right: Lat's say I have 4 hatcheries with 4 queens, each one standing next to a hatch, and i put them all in one group. So if i select this group and just press X for larvae injection and click on every hatch, so each queen injects her own hatchery?
If I understand smart-casting correctly (& it works the same as it did in WC3), then if you have all queens + hatches in same group, and you try to spawn larvae at a hatch, it will use the nearest queen that also has enough energy.
So for example if you try to inject at your main hatch, and all of your queens don't have enough energy, but the queen all the way across the map DOES have enough energy, she will walk all the way across the map and try to spawn larvae at your main (this would be very BAD).
I haven't tested this myself though.
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Ground army - 1 Scout\Base Builder\Air Army - 2 Command Center, Nexus, Queens - 3 Barracks, Gateway, Ghost Academy, Hatcheries - 4 Robotics, Factory, Nydus Network - 5 Starport, Stargate - 6
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If I understand smart-casting correctly (& it works the same as it did in WC3), then if you have all queens + hatches in same group, and you try to spawn larvae at a hatch, it will use the nearest queen that also has enough energy.
So for example if you try to inject at your main hatch, and all of your queens don't have enough energy, but the queen all the way across the map DOES have enough energy, she will walk all the way across the map and try to spawn larvae at your main (this would be very BAD).
I haven't tested this myself though.
All true. The queen doesnt have to be in the same group though. You can target the minimap or the group selection and the closest queen(with energy) will cast.
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