put ALL hatcheries on 0 and ALL queens on 9
i have to jump a whole damn lot until i got used to it, now it's just as fast to press 0 as it is to press 4-5
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lindn
Sweden833 Posts
put ALL hatcheries on 0 and ALL queens on 9 i have to jump a whole damn lot until i got used to it, now it's just as fast to press 0 as it is to press 4-5 | ||
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EtherealDeath
United States8366 Posts
If it's assigning hotkeys, i.e. ctrl+9, now that's hard and pretty much impossible using the left control. Gotta train muscle memory to automatically shift and use the right control for that. | ||
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HungShark
United States134 Posts
Early game: 1) Main hatch 2) Scouting Drone 3) Scouting Overlord I eventually bind my natural with 1 so I can mass produce easily. The scouting drone eventually gets replaced once I have a pair of lings up. The Scouting Overlord eventually gets rebound to 0 since I'll be using it later as an overseer. Mid-to-late Game: 1) Main Hatch, Natural Hatch, Second Hatch in main (and possibly 2nd expo, depending on map, i.e. Metalopolis's 12 or 6 oclock expo) 2) Main Army 3) Mutas 4) Roaches/Lings/Blings 5) Infestors 6) All distance expo hatches 7-9) Expo Hatcheries that are too far from the main. 0) Overseer(s) -I keep all the hatches within close distance to my main base bound to one key, so I can quickly mass produce and defend if needed. I don't want units rallied from further expos to be sniped. -I bind my main army together to I can easily give the command to have them all move in to attack, or have them all retreat with minimal effort. -I bind my mutas, or otherwise the crux of my army to 3 so they can move in and flank. If I'm going purely muta/ling, or muta/roach, mutas are bound to 2 and the lings/roaches are bound to 3. -Support/special units are bound to 4. This is dependent upon my composition, but it could be for banelings for better micro, roaches for kiting, or zerglings for quick surrounds. -Infestors are 5. Plain and simple. I want to be able to cast spells and retreat with ease. I may or may not bind them with the main army, depending on how I feel. -I keep my distance expos together on 6, and separately on 7-9 so I can build reinforcements and manage them differently than my main reinforcements. I've lost too many games because my reinforcements rally-walk right into death (I'm still too used to early beta where units in rally would auto attack instead of move). I like to bind my overseers to 0, sometimes 9 as well, so I can find them more easily in a pinch. | ||
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KiLL_ORdeR
United States1518 Posts
Are you saying that your hands are small, and that you are physically incapable of using anything beyond 5? Or, are you saying that you are having problems figuring out what to use those keys for? They are two very different problems. The first problem is a simple matter of lifting your hand and moving it around the keyboard. If you watch good Brood War players play, their keyboard hand flies all over the keyboard. It's not as much in SC2 players, since the keys are more conveniently located, but the principle still applies, your hand shouldn't rest. To use assign units to the numbers 6-0, you may need to use the [ctrl] key on the right side of the keyboard. As for what you use the hotkeys for, there is already a bunch of good setups in this thread, but basically just find a comfortable premeditated setup, and get used to it. Also, don't underestimate the power of using your mouse to properly position your units in battle. Foxer's marines are an extreme example, but there is no way to do that simply using keyboard hotkeys, you need to be constantly grouping and regrouping to engage properly. | ||
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Seim1010
10 Posts
On December 01 2010 22:57 Comma20 wrote: Put things you use less on hotkeys 6-0 so you rarely stretch for them. This is the idea I have as Protoss. (In case any Protoss are reading this thread. :D) 1 Main Army 2 First Worker Scout/Observer 3 Phoenixes/VR's 4 Nexi 5 Forward Pylon where I like to warp things from (Less used things) 6 Stargates 7 Forge(s)/Twilight Council/Cybernetics Core (pretty much where I'm trying to chronoboost an upgrade for quick chronoboosts) 8 Robo Facility 9 Pylon back at my base (to deal with drops more quickly) 0 Late Game probe that builds pylons in obscure places, starts new expo's, proxies my DT tech, etc | ||
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