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[Spawn Larvae] Right Side Shift + Backspace Method - Page 8

Forum Index > SC2 General
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LeCastor
Profile Joined July 2010
France234 Posts
January 18 2011 12:02 GMT
#141
Shame that we can't bind mouse wheel up or down to backspace with the new interface. I have only a regular mouse
Keitzer
Profile Blog Joined May 2010
United States2509 Posts
January 18 2011 12:15 GMT
#142
i use Caps Lock now, really easy
I'm like badass squared | KeitZer.489
universalwill
Profile Blog Joined August 2010
United States654 Posts
Last Edited: 2011-01-18 12:24:52
January 18 2011 12:24 GMT
#143
only problem with this method is that while it's fast, it's wildly inaccurate. if you ever see MrBitter's stream, you'll notice that when he hits the lategame he has migratory queens running all over the map delaying or outright missing his injections, and i've noticed the predominant reason he loses games against the really good players he goes up against in lessons is nothing other than a late game larva shortage.

i'd suggest that what with patch 1.2,, you hotkey queens individually bind spawn larva to R or T and quickly go 66r77r88r. the positioning of R relative to your hotkeys is far less awkward than the position of V. by picking a less awkward key, you can inject very fast, and what you lose in time you make up for in consistency.
Morphs
Profile Joined July 2010
Netherlands645 Posts
January 18 2011 12:33 GMT
#144
On January 18 2011 21:24 universalwill wrote:
only problem with this method is that while it's fast, it's wildly inaccurate. if you ever see MrBitter's stream, you'll notice that when he hits the lategame he has migratory queens running all over the map


It's not inaccurate. He reason that he has his queens running around is because he needs one dedicated queen per hatch. If you do that, it will work great.

This inject method is actually so fast that when one queen is standing near two hatcheries, it receives the order to inject the other hatch before it has finished the first inject animation. Because of that, the next closest idle queen on the map will get the order and starts running.

I've bound backspace to my thumb mousekey and all it requires now is 3,v,hold shift, repeat thumb click, mouse click. It is the fastest method since you do not move the mouse and in macro games I have around 40-60 larvae ready during late midgame.
arnold(soTa)
Profile Joined March 2010
Sweden352 Posts
Last Edited: 2011-01-18 15:32:38
January 18 2011 15:31 GMT
#145
I have bound mouse4 and § to backspace but I find myself reverting back to the pre-patch method I had which was all queens on one hotkey and manually going through hatcheries, mistakes are made with this method, if you are to fast with your injects, one queen will not regenerate 25 energy before the injection is done, so another one will wonder the map to inject and its all screwed up and you have to spend time and apm to correct it, I only do this when I am certain I have 25+ energy on queens on all hatcheries, otherwise its faster normal way imo

but its still nice to be able to use backspace every now and then, I think I will use it more with time tho.. it just doesnt feel queite right, if I double tap "4" for queens I immidietly get a queen+hatchery on screen and I dont have to select it with my mouse.
every time I cycle through hatcheries with backspace I have to select with my mouse, I think this is sometimes more timeconsuming than clicking 4 and cycling through them using the minimap..

edit: the backspace injection method is also screwed up when you have extra macrohatcheries, which is something I almost always have..
"I like turtles"
dobber
Profile Joined August 2008
Bulgaria12 Posts
January 23 2011 21:16 GMT
#146
I tried this over the last couple of days and it's much better than the traditional way. Now I'm thinking of making a hotkey for my creep tumors.
KAgravyboat
Profile Joined January 2011
9 Posts
January 25 2011 02:12 GMT
#147
Sorry if this is a repeat, it's a long thread; but if you do this trick you can "over-do" it by continuing to hold shift while alternating between backspace and clicking.
Assuming you have a queen near each hatch that has enough energy to vomit larve you will not have wandering queens, as you cannot queue up injections. This allows you to make the motion even faster as you don't need to keep track of exactly how many times you've injected.
Another great solution to prevent wandering queens it to follow up the injection cycle with just hitting stop on your group of queens after you're done, or a couple seconds after if a queen had to walk for a bit before injecting.
Great thread though, every zerg really should be doing this or something similar.
°∩°
Batesy
Profile Joined December 2010
Australia6 Posts
January 25 2011 02:47 GMT
#148
I'm using this same method, but have rebound the Backspace command to 'W'. It's even smoother now
Kambing
Profile Joined May 2010
United States1176 Posts
Last Edited: 2011-01-25 03:37:42
January 25 2011 03:31 GMT
#149
On January 25 2011 11:12 KAgravyboat wrote:
Sorry if this is a repeat, it's a long thread; but if you do this trick you can "over-do" it by continuing to hold shift while alternating between backspace and clicking.
Assuming you have a queen near each hatch that has enough energy to vomit larve you will not have wandering queens, as you cannot queue up injections. This allows you to make the motion even faster as you don't need to keep track of exactly how many times you've injected.


I don't think this is accurate actually. Here's what I've gathered from experimentation:

Queen behavior:
  • With your queens selected, the act of selecting inject and clicking on a hatchery sends the nearest queen to the hatchery that has the energy to inject that is not already executing an inject command. This overwrites the current (non-inject) command of that queen.
  • If all the queens in the group are executing an inject, then the closest queen not injecting the target hatch will attempt to inject the target hatch instead. This overwrites the current command (possibly an inject of another hatchery) of that queen.
  • If you hold shift down while injecting, then everything proceeds as above except that whenever an inject would overwrite a queen's current command, it is instead queued.
  • When a hatchery is injected, all inject commands on that hatchery amongst all queens are deleted. In particular, if there are no other commands for a queen, they stop in place.

Inject behavior:
  • You cannot execute an inject action on a hatchery that has already been injected.
  • You can execute an inject action multiple times on an un-injected hatchery until a queen finally injects it. (Note this is the core mechanic of the ring-around-the-rosey queen injection strategy that was posted a few months ago). Multiple such injections are processed as above.

The net result is that if you spam backspace-shift-injection among all your queens, you will queue up every queen to inject every hatchery. This can cause the wandering queen behavior that is characteristic of backspace injecting.

For example, if one of your queens is sniped at a hatchery, then spamming backspace shift-inject will cause all your queens to attempt to inject the queenless hatchery after injecting their own hatch. Ultimately one queen will get to the hatch but the rest will be stranded somewhere on the map, far away from their hatcheries. A subsequent inject cycle will shuffle their positions even more.

If you instead restricted yourself to backspace shift-injecting each hatch exactly once then for N hatcheries, you will only tell one queen to run off to inject the queenless hatchery (since you will issue N inject commands among N-1 queens). This queen will, in the best case, park at the queenless hatchery. A subsequent inject cycle will cause another queen (not necessary the migrant one) to move to the now-queenless hatchery and so forth.

Note in the worst case (e.g., if you haven't connected all your bases with creep) your migrant queen will not inject its second target in time. This may cause another queen to become migrant for either of the now-queenless hatcheries. And again this can snowball into wandering queen behavior.

TL;DR: you really need to avoid backspace shift-injecting hatches that do not have queens next to them. Spamming backspace shift-inject or injecting all hatches once can lead to bad queen behavior otherwise.

On January 25 2011 11:12 KAgravyboat wrote:
Another great solution to prevent wandering queens it to follow up the injection cycle with just hitting stop on your group of queens after you're done, or a couple seconds after if a queen had to walk for a bit before injecting.
Great thread though, every zerg really should be doing this or something similar.


Yeah, queens wandering off to go hit a probe or something can mess up inject-queuing behavior. You should always end your inject cycle with shift-halt to make sure they don't go south.

But yeah, I've been trying to get backspace injecting to work for a few weeks now. And I really like it as it feels very natural to spam at a high speed vs. 66v*click*77v*click*88v*click*. However, the mental effort to keep your queens from wandering (i.e., making sure you never inject a hatch that doesn't have a queen next to it) is relatively difficult to do when you're busy with other things. Also the cost of getting your queens back into position in a timely if they end up wandering is also very high.

I'm still on the fence as to what method I'll stick with in the end. I'd be interested to hear if anyone else has had any better success with this problem.
Geo.Rion
Profile Blog Joined October 2008
7377 Posts
Last Edited: 2011-01-31 19:10:22
January 31 2011 18:58 GMT
#150
now that remapping is available i'd like to try this, but with ~ key, but i cant find anywhere the backspace to remap it. I lireally went trough everything i ve seen, but i did not see it. Am i blind or is it hidden?

turns out reading the thread before asking a question is a useful skill toi have, dont bother answering

On February 01 2011 04:00 Sures wrote:
Show nested quote +
On February 01 2011 03:58 Geo.Rion wrote:
now that remapping is available i'd like to try this, but with ~ key, but i cant find anywhere the backspace to remap it. I lireally went trough everything i ve seen, but i did not see it. Am i blind or is it hidden?


You have to look in the Camera Section!

yes, ty, i've found out reading this thread anyways :D


"Protoss is a joke" Liquid`Jinro Okt.1. 2011
Sures
Profile Joined October 2010
Germany31 Posts
January 31 2011 19:00 GMT
#151
On February 01 2011 03:58 Geo.Rion wrote:
now that remapping is available i'd like to try this, but with ~ key, but i cant find anywhere the backspace to remap it. I lireally went trough everything i ve seen, but i did not see it. Am i blind or is it hidden?


You have to look in the Camera Section!
Neo.NEt
Profile Joined August 2010
United States785 Posts
January 31 2011 21:17 GMT
#152
If you press "s" after doing this, your queens won't run wild when you have more hatches than queens.
Apologize.
Xanbatou
Profile Blog Joined February 2010
United States805 Posts
January 31 2011 21:46 GMT
#153
Right now, I rebound the "town camera" hotkey to shift+spacebar. It works great.
Tyler214365
Profile Joined December 2010
51 Posts
January 31 2011 23:01 GMT
#154
Yea i bound backspace to caps lock and use this method. Wandering queens can be a problem, but if you slow down and look while your injecting and don't click if you don't see a queen your fine and its still at least as fast as the other method. Its just preference, i used the other 55v click method for a while but i think im sticking to the town hall button.
KAgravyboat
Profile Joined January 2011
9 Posts
February 01 2011 00:00 GMT
#155
@Kambing,
You sort of missed my point. I said if you spam it (which does make things much faster) you simply need to halt the queens when you're done. It's only 1 extra keystroke added to the sequence, but it saves the mental energy of counting how many times you have injected. Spamming or "overdoing" the injections is much much faster than double tapping a hotkey to get to each hatchery in view. You can inject all your hatches, and have no wandering queens in less than 5 seconds easily.
I think I may have just forgotten to mention that you still hold shift in my method. You must also release shift when you tell your queens to halt. With this method you will only have a queen wander if you have a hatchery with no queen(with enough energy) near it. Wandering is, again, prevented by the non-queued halt at the end of the sequence.

The only pitfall to this method is if you are extremely extremely on top of your injection timing. This is to say, you are injecting all your hatches almost the instant your queens have enough energy every time; then you can run into problems with spamming. If you are human, however your queens will all have a little spare energy, and the halt command at the end of the sequence becomes merely safeguard.
°∩°
Kambing
Profile Joined May 2010
United States1176 Posts
February 02 2011 02:53 GMT
#156
On February 01 2011 09:00 KAgravyboat wrote:
@Kambing,
You sort of missed my point. I said if you spam it (which does make things much faster) you simply need to halt the queens when you're done. It's only 1 extra keystroke added to the sequence, but it saves the mental energy of counting how many times you have injected. Spamming or "overdoing" the injections is much much faster than double tapping a hotkey to get to each hatchery in view. You can inject all your hatches, and have no wandering queens in less than 5 seconds easily.
I think I may have just forgotten to mention that you still hold shift in my method. You must also release shift when you tell your queens to halt. With this method you will only have a queen wander if you have a hatchery with no queen(with enough energy) near it. Wandering is, again, prevented by the non-queued halt at the end of the sequence.

The only pitfall to this method is if you are extremely extremely on top of your injection timing. This is to say, you are injecting all your hatches almost the instant your queens have enough energy every time; then you can run into problems with spamming. If you are human, however your queens will all have a little spare energy, and the halt command at the end of the sequence becomes merely safeguard.


Yeah I started doing this after I posted that. Previously I was shift-halting instead of just plain halting. Surprised this thread keeps popping back to the top. =)

It works well. The only problem with it is that if you are in the situation where you are, for example, at N hatches and N-1 queens, that if you spam click like you describe and then issue a halt, then the N-1th queen that tries to go to the Nth hatch (that doesn't have a queen) may not actually inject her hatch. This is because if you queue the inject to the far hatch first, then the N-1th queen will do that, but the subsequent halt will wipe her entire order queue.

But at this point, I like the inject motion enough that these little fix-up things aren't an issue for me as long as I know when and why they occur.
Barbiero
Profile Blog Joined September 2010
Brazil5259 Posts
Last Edited: 2011-02-02 03:06:06
February 02 2011 03:03 GMT
#157
Just as a note, this become easy AS HELL if you change your town camera hotkey to spacebar, you barely need to move your hand.

Spacebar also helps you, lower league player, to keep checking on hatcheris by pressing spacebar every now and then(like, 11 - > army, spacebar -> check larva, 11 -> army back) and that helps A LOT on macro.
♥ The world needs more hearts! ♥
Xanbatou
Profile Blog Joined February 2010
United States805 Posts
February 02 2011 20:40 GMT
#158
On February 02 2011 12:03 Zephirdd wrote:
Just as a note, this become easy AS HELL if you change your town camera hotkey to spacebar, you barely need to move your hand.

Spacebar also helps you, lower league player, to keep checking on hatcheris by pressing spacebar every now and then(like, 11 - > army, spacebar -> check larva, 11 -> army back) and that helps A LOT on macro.


But..if you map it to spacebar then where do you map the "go to most recent event" function?
OpAndroid
Profile Joined July 2010
United States84 Posts
February 02 2011 20:44 GMT
#159
On February 03 2011 05:40 Xanbatou wrote:
Show nested quote +
On February 02 2011 12:03 Zephirdd wrote:
Just as a note, this become easy AS HELL if you change your town camera hotkey to spacebar, you barely need to move your hand.

Spacebar also helps you, lower league player, to keep checking on hatcheris by pressing spacebar every now and then(like, 11 - > army, spacebar -> check larva, 11 -> army back) and that helps A LOT on macro.


But..if you map it to spacebar then where do you map the "go to most recent event" function?

Changed mine to Tilde. I don't use the "Go to most recent event" much, usually only in team games when my partner is fighting something, so tilde is not too annoying. Plus yeah, with spacebar it is ridiculously fast to do the injects.
Xanbatou
Profile Blog Joined February 2010
United States805 Posts
February 02 2011 20:46 GMT
#160
On February 03 2011 05:44 OpAndroid wrote:
Show nested quote +
On February 03 2011 05:40 Xanbatou wrote:
On February 02 2011 12:03 Zephirdd wrote:
Just as a note, this become easy AS HELL if you change your town camera hotkey to spacebar, you barely need to move your hand.

Spacebar also helps you, lower league player, to keep checking on hatcheris by pressing spacebar every now and then(like, 11 - > army, spacebar -> check larva, 11 -> army back) and that helps A LOT on macro.


But..if you map it to spacebar then where do you map the "go to most recent event" function?

Changed mine to Tilde. I don't use the "Go to most recent event" much, usually only in team games when my partner is fighting something, so tilde is not too annoying. Plus yeah, with spacebar it is ridiculously fast to do the injects.


Well I have mine mapped to shift+spacebar, since I am pressing shift for spawning larvae anyway. But i suppose you could just map the recent event camera to tilde. I find that thing doesn't work as well as I'd like it to anyways..

Can you map tilde to 0 by any chance lol?
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