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Not enough hotkeys? - Page 2

Forum Index > SC2 General
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AmstAff
Profile Blog Joined January 2008
Germany949 Posts
December 01 2010 15:56 GMT
#21
On December 01 2010 23:48 BeMannerDuPenner wrote:
Show nested quote +
On December 01 2010 23:20 Uncultured wrote:
On December 01 2010 22:57 Comma20 wrote:
Put things you use less on hotkeys 6-0 so you rarely stretch for them.



Uhh.. Do the exact opposite of this, and you'll slowly get better at reaching your other hotkeys because you're using them more.


That said there's a very small chance that 5 hotkeys isn't enough for you to become one of the very best of players.



5 are def not enough as zerg. sure you can go with less in a 2 base roach/hydra game but in the end you want to have evry expo location hotkeyed, different unit types seperated , maybe tumors,ovis,overseers or a additional key for all hatches/queens.



/edit but yeah its almost never the mainthing holding you back.


why do zergs want hatches on different hotkeys? does it make any difference if your linges pop out of hatch1 or hatch2? I play terran so maybe enlighten me?
after 2 years i reached it = marine icon
Mariester
Profile Joined September 2010
Canada12 Posts
December 01 2010 16:02 GMT
#22
There is no point of doing that. I would only use my main one in another hotkey if I want to build important units and I want them to get threw a safe path or anywhere I have control on. I wouldnt want my key units to get snipe while my opposent army is moving out.

Even with that, I feel like if you do need x to be builded right now you should just take the time to go click it. I think that the group also wrok from lastest to newest so if youre looking to build something at your main, you should be clicking the first hatchery in your group.
NoodleFish
Profile Blog Joined November 2010
South Africa198 Posts
December 01 2010 16:04 GMT
#23
one of the things I've considered is "remapping" keys on my keyboard using something like war3 keys or dotakeys, etc.

but then i got a keyboard that really helps in this regard. Logitech g110 lets you change all 12 programmable keys to any other key on the keyboard at any time. So you can actually have 6-0 programmed on the (g1 g2 g3 g7 g8 g9) keys, or whichever suits u. So if you've got $80 (just guessing this value as i'm in south africa where everything is expensive as hell) to spare then go get yourself a decent keyboard like the g110 and hopefully it will sort out the problems. Otherwise stretch yourself and learn to use those other numbers.

Personally, i use the numbers as far as i can with the following as protoss player:

1-army
2-special units
3-nexus/nexi
4-gateways
5-robo bay (mid ground between I and C and B)
6-stargate
7-empty at the moment (any ideas for me?)
8-warp prisms
9-upgrade buildings (forge,cybercore,twilight council)
0-observers

Just my thoughts and input.
"He accidentally attacked his own nexus with a probe. Then half way through the game, poof! No more nexus. That's gotta suck!"
IrT4nkz
Profile Joined May 2010
229 Posts
December 01 2010 16:06 GMT
#24
If I remember right, Jaedong said in an interview that he only uses from 1-7 b/c his hands are small.

It has all got to do with the execution =)
Mariester
Profile Joined September 2010
Canada12 Posts
December 01 2010 16:10 GMT
#25
[QUOTE]On December 02 2010 01:04 NoodleFish wrote:
7-empty at the moment (any ideas for me?)
QUOTE]

I attempted to poke around my keyboard while trying to reach hotkey7, it is easy enough to reach. Maybe that could be used for a little chunk of army that was staying in the main/expention for deffence? I have seen players keep a Templar into the corner of their natural/main to quickly storm/feed back any drops that attempted to go in.

Maybe this key could find anything usefull around this type of action. It is really just a huge adaptation when you attempt to change the way your hotkeys are.
Proto_Protoss
Profile Joined September 2010
United States495 Posts
December 01 2010 16:10 GMT
#26
One suggestion i can make is to use the mouse more i dont mean for this to sound like a troll comment. But instead of relying on Hotkeys so much to move units try boxing small amount of units to do specific tasks like a ling surround. It does become more difficult as the army grows but if you get better at "boxing" units accurately imo i think you can do fine. But there are times i wish i had more hot keys.
"Our greatest glory is not in never falling, but in getting up everytime we do." - Confucius
Mariester
Profile Joined September 2010
Canada12 Posts
December 01 2010 16:15 GMT
#27
Proto_Protoss - I try to use boxing as less as possible here. Often time I was boxing my overlords in or boxing a banling and suicide it by clicking z accidently. One time I accidently poked my banling hotkey and exploded them right when I was going for a banling bust and my opposent just laughing at me cause the secound I had my other batch ready, his tank was out.

If I have to take part of my army, I prefer to ctrl click all of them and manually unbox the half I dont want. I dont know how quick this would feel in a battle with the stress but it seem to be like the best safe idea.
azzu
Profile Joined August 2010
Germany141 Posts
December 01 2010 16:16 GMT
#28
you could use a program like autohotkey to remap your f1-f4 keys to the 7-0 keys so you gain 4 easily accessible hotkeys
dambros
Profile Joined July 2010
Brazil432 Posts
Last Edited: 2010-12-01 16:22:14
December 01 2010 16:19 GMT
#29
This is maybe a stupid question, but I don't get why binding the hatcheries separately. I see Nestea doing it, and some other pros and I believe its a BW thing. It really amuses me that he selects each individual hatch and produces on those separated larvas.

Ok, having like 4 hatches (I never saw a game with more than 4 queens for larva...) on individual groups for larva injection I get it but why not all hatches on 1 key for army/drone production?
No pain, no gain!
Phantasy
Profile Joined November 2010
United States16 Posts
December 01 2010 16:24 GMT
#30
2500~ Zerg

Using hatches on different hotkeys lets u navigate your base(s) easier. U can push 44 to go to main and 55 to go to expo, it lets you navigate much smoother. I use 3 for all my queens and cast spawn larva through the mini map. 1 is main army and 2 is banes. manually selecting out of 1 to get flanks and backdoors. overlap 3 hotkey of queens with casters if/when infestors come out. u can effectively stay within your 1-6 hotkey range by using this as well. hope this helps.
Hi, it's RuNei
GoldenH
Profile Blog Joined March 2010
1115 Posts
December 01 2010 16:25 GMT
#31
Looking forward to being able to remap 7-0 to f1-f4

Honestly I think it depends on your equipment, I've heard day[9] talk about how he uses thumb+pinky to do ctrl+0, I can do that, but not consistently. Strategy I use, is to put rarely used stuff on 7-0, just spam to them early game so I can right click to set new stuff to them when I need to.
"(Dudes are) not going to say "Buy this game — I cried at the end". (...) I suppose the secret is to find a game that makes you shoot eight million fuckin' dudes and then cry about how awesome it is to shoot eight million fuckin' dudes." - Tim Rogers
dambros
Profile Joined July 2010
Brazil432 Posts
December 01 2010 16:29 GMT
#32
On December 02 2010 01:24 Phantasy wrote:
2500~ Zerg

Using hatches on different hotkeys lets u navigate your base(s) easier. U can push 44 to go to main and 55 to go to expo, it lets you navigate much smoother. I use 3 for all my queens and cast spawn larva through the mini map. 1 is main army and 2 is banes. manually selecting out of 1 to get flanks and backdoors. overlap 3 hotkey of queens with casters if/when infestors come out. u can effectively stay within your 1-6 hotkey range by using this as well. hope this helps.


The navigation thing makes sense for me, watching Nestea's replay, but the problem he (or others like FD) dont bother to bind queens. That really makes me confuse lol.
No pain, no gain!
Virtue
Profile Joined July 2010
United States318 Posts
December 01 2010 16:30 GMT
#33
If its really a big problem you could try playing Protoss. For some reason Blizzard decided to give them an extra hotkey that automatically sets itself t you warp gates when you finish the research and morph you warp gates.
NoodleFish
Profile Blog Joined November 2010
South Africa198 Posts
December 01 2010 16:31 GMT
#34
another thing I've noticed is that if you look carefully, when u select buildings (units might be too small, depending on the map), its little block on the minimap becomes brighter.
This might help with having all hatcheries under 1 hotkey and pressing tab to cycle thru them (does this work?) and since we should be watching the minimap anyways we can see exactly which one is prioritized.
"He accidentally attacked his own nexus with a probe. Then half way through the game, poof! No more nexus. That's gotta suck!"
dambros
Profile Joined July 2010
Brazil432 Posts
December 01 2010 16:33 GMT
#35
On December 02 2010 01:31 NoodleFish wrote:
another thing I've noticed is that if you look carefully, when u select buildings (units might be too small, depending on the map), its little block on the minimap becomes brighter.
This might help with having all hatcheries under 1 hotkey and pressing tab to cycle thru them (does this work?) and since we should be watching the minimap anyways we can see exactly which one is prioritized.


Afaik tab only switch between different types of units/buildings.
No pain, no gain!
DiZasteR
Profile Joined May 2009
Netherlands84 Posts
December 01 2010 16:35 GMT
#36
On December 02 2010 01:29 dambros wrote:

The navigation thing makes sense for me, watching Nestea's replay, but the problem he (or others like FD) dont bother to bind queens. That really makes me confuse lol.

'
I don't think you need to bind all queens to inject effectively. The way I learned it myself is the following.
4 - All hatches (for producing mostly)
5 - Main
6 - 2nd
7 - 3rd
8 - 4rd
And usually I don't hotkey 5th and further bases.
But to inject I do 55<box screen>x click and repeat for 66 77 and 88. (x being the hotkey for infuse in grid)
dambros
Profile Joined July 2010
Brazil432 Posts
December 01 2010 16:38 GMT
#37
On December 02 2010 01:35 DiZasteR wrote:
Show nested quote +
On December 02 2010 01:29 dambros wrote:

The navigation thing makes sense for me, watching Nestea's replay, but the problem he (or others like FD) dont bother to bind queens. That really makes me confuse lol.

'
I don't think you need to bind all queens to inject effectively. The way I learned it myself is the following.
4 - All hatches (for producing mostly)
5 - Main
6 - 2nd
7 - 3rd
8 - 4rd
And usually I don't hotkey 5th and further bases.
But to inject I do 55<box screen>x click and repeat for 66 77 and 88. (x being the hotkey for infuse in grid)



By "box screen" you mean pressing left mouse and dragging the green box? is the queen prioritized on the selection?
No pain, no gain!
Bluerain
Profile Joined April 2010
United States348 Posts
Last Edited: 2010-12-01 16:44:29
December 01 2010 16:41 GMT
#38
decision-making is what's holding u back not hotkeys, like u said u suicided ur army


with that said, i use

1-3 - army
4 - hatch queen
5 - expo queen
6 - all hatches
0 - main hatch


i put 0 as main hatch so i can hatch from a safe position if their army is ever pressing but i rarely use this

unit control isnt even that important, its jus econ management and decisionmaking. lotta ppl just have 1 or 2 hotkeys for their army and they seem fine.
Mariester
Profile Joined September 2010
Canada12 Posts
December 01 2010 16:43 GMT
#39
dambros - BACKSAPCE will switch threw only your hatcheries :3 I think backspace also select it automatically if im not mistaken.
Mariester
Profile Joined September 2010
Canada12 Posts
December 01 2010 16:45 GMT
#40
dambros - The box will select the spell of the first caster that apears into the selection from what I saw. Like in the campain, if the first thing you selected in your group was marines, the first "spell" you will see will be the stim. If you had selected raynor and then marines, the spell you will have first is raynor's snipe ability.
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