I was pretty bad at it on the test realm but got decent at it and it seems to have the most potential.
Your new hotkeys post-patch? (or currently) - Page 8
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Wheats
United States68 Posts
I was pretty bad at it on the test realm but got decent at it and it seems to have the most potential. | ||
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Zelniq
United States7166 Posts
ive actually been using most of these hotkeys all this time and pretty much can't play without it. also, makes my spawn larva technique take less than 1 second total to spawn larva on 3-4+ hatcheries at once easily. the only caveat being that you must a queen nearby every hatchery you have for this to work, otherwise one or more will walk all the way over to the new hatch to spawn. but when I know I have this situation, i either use minimap, or more slowly/deliberately cast it on the hatches, only choosing the ones that have queens on the screen as I cycle through them all with Q [Settings] [Hotkeys] PTT=MiddleMouseButton //push-to-talk microphone key CameraPush= // no idea what this is, and why it's blank TownCamera=Q //previously was backspace, I find this slightly easier to press than tilde which some have said they'd use WarpIn=Shift+W //this selects all warpgates, which as a zerg I dont need CameraSave0=Shift+F2 CameraSave1=Shift+F3 CameraSave2=Shift+F4 CameraView0=F2 CameraView1=F3 CameraView2=F4 [Commands] BurrowDown=W //This was the original hotkey for Burrowing units, until a beta patch added the "select all warpgates" hotkey which screwed it up, in case zerg mind controlled a probe and build warpgates BurrowUp=G //it's nice to have 2 separate hotkeys so you can unburrow units easier when selecting both burrowed/unburrowed units EvolveVentralSacks=K // previous hotkey was E, which is now "Birth Queen" so as to not conflict with new Q. "K" as in I don't want to accidentally research this InfestationPit/Drone=F // "I" was not conveniently placed and was next to U for ultraliks cavern MorphMorphalisk/Queen=R // This is the spawn larva ability, and the original hotkey for it. once again they f'd up all the zerg hotkeys that beta patch where they added "select all warpgates" key NydusNetwork/Drone=W // more convenient than N Queen=E // Q was stolen for TownCamera, E is convenient and was easy to learn. and not the same hotkey as any unit hotkey while selecting larva Rally=J // I don't use hotkeys for setting rallys, so I might as well even remove this altogether. also should remove set worker rally probably SelectBuilder=U // i think the hotkey manager was complaining that I stole the hotkey for this (a terran ability to select the builder of a building in construction), so I set it to some random one SummonNydusWorm/NydusNetwork=W // more convenient than N, matches with constructing nydus networks UltraliskCavern/Drone=T // "U" was not conveniently placed and was next to I for Infestor Pit overlordspeed=Y // more convenient, and yet not the same hotkey as any unit hotkey while selecting larva zerglingmovementspeed/SpawningPool=G // more convenient than M, matches with the roach speed hotkey G which made it easier to remember for me zergmeleeweapons1/EvolutionChamber=G // more convenient than M, G was logical as it's the popular 'upgrade' hotkey note: changing town camera to Q makes playing on some custom maps like the dota-clone storm of imperial sanctum a pain, as Q is often the hotkey for some unit's ability. but as you can have hotkey profiles next patch, switchable from ingame and bnet menus easily, i'll just have to remember to switch it whenever I play these customs | ||
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Kenpachi
United States9908 Posts
On January 06 2011 11:53 Zelniq wrote: i copy pasted my public test realm hotkey file, and added comments in green [Settings] [Hotkeys] PTT=MiddleMouseButton //push-to-talk microphone key CameraPush= // no idea what this is, and why it's blank TownCamera=Q //previously was backspace, I find this slightly easier to press than tilde which some have said they'd use WarpIn=Shift+W //this selects all warpgates, which as a zerg I dont need CameraSave0=Control+F2 CameraSave1=Control+F3 CameraSave2=Control+F4 CameraView0=F2 CameraView1=F3 CameraView2=F4 maybe camera save as Shift+F2 instead of control. | ||
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Zelniq
United States7166 Posts
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synapse
China13814 Posts
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undyinglight
United States611 Posts
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HisDudeness
United States17 Posts
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Zelniq
United States7166 Posts
On January 06 2011 12:02 undyinglight wrote: You will be able to rearrange the position of commands on the command card, I am actually looking forward to seeing some really interesting and creative hotkey setups. you mean for Grid hotkeys? otherwise i dont see how position matters for hotkeys | ||
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Aus.Force
Australia1278 Posts
i will be most like rearraging the qwerty keys to fix this. along with this i will probably move the backspace key into it somewhere also. other than that i am satisfied with the grid setup. makes my random race choice much smoother for me :D | ||
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Kambing
United States1176 Posts
On January 06 2011 11:53 Zelniq wrote: [Commands] BurrowDown=W //This was the original hotkey for Burrowing units, until a beta patch added the "select all warpgates" hotkey which screwed it up, in case zerg mind controlled a probe and build warpgates BurrowUp=F //it's nice to have 2 separate hotkeys so you can unburrow units easier when selecting both burrowed/unburrowed units What of fungal growth Zel? (I wanted to make the same change as you but I moved BurrowUp to 'G' for now because of fungal). | ||
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Froadac
United States6733 Posts
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StayFrosty
Canada743 Posts
On January 06 2011 11:53 Zelniq wrote: [Commands] BurrowDown=W //This was the original hotkey for Burrowing units, until a beta patch added the "select all warpgates" hotkey which screwed it up, in case zerg mind controlled a probe and build warpgates BurrowUp=F //it's nice to have 2 separate hotkeys so you can unburrow units easier when selecting both burrowed/unburrowed units Omg I'm so happy for the burrow/unburrow key to be bindable. | ||
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Froadac
United States6733 Posts
On January 06 2011 14:06 StayFrosty wrote: Omg I'm so happy for the burrow/unburrow key to be bindable. Yeah, that should be really big for zerg. I'm excited for the ability to rebind warpgates. | ||
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Xanbatou
United States805 Posts
The other alternative is to bind the town-hall key to the spacebar, but then have to find another key for the "go to most recent event" action. Thoughts? | ||
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LoLAdriankat
United States4307 Posts
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Wr3k
Canada2533 Posts
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Guruite
United States19 Posts
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Mios
United States686 Posts
build Q adv build E (I use W for warpgates) pretty much all buildings/units/upgrades/abilities are Q/E/R/F/D/S/A and maybe a few T's, G's and C's. ctrl f1-f4 for camera saves, f1-f4 for camera recall ` for idle workers probably some more that I forgot | ||
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Kambing
United States1176 Posts
On January 06 2011 14:09 Froadac wrote: Yeah, that should be really big for zerg. I'm excited for the ability to rebind warpgates. Actually, I just went back and checked and it's not as nice as I had hoped. Burrowed units count as distinct unit types from non-burrowed units. For example, if your selection contains: Unburrowed roaches Burrowed roaches Unburrowed hydralisks Burrowed hydralisks Then the default unit card for the selection will only give you the option to burrow the unburrowed roaches and hydralisks. To unburrow the burrowed you need to tab over to a set of burrowed units and then hit your unburrow. To spell it out in more detail for people who haven't tried it out, with the above selection: + The default selection is the unburrowed roaches which puts burrow on the unit card. Using burrow will burrow both the unburrowed roaches and hydralisks + One tab over selects the burrowed roaches which puts unburrow on the unit card. Using unburrow will unburrow both the burrowed roaches and hydralisks. + Two tabs over selects the unburrowed hydralisks with burrow that functions similarly as above. + Three tabs over selects the burrowed hydralisks with unburrow that functions similarly as above. With this setup, it's not really necessary to have an explicit unburrow key because you can't have burrow and unburrow active on the unit card at the same time (although this keeps you from burrowing accidentally when you meant to unburrow and vice versa). Ideally, they should both be available on the initial unit card for the selection to allow you to burrow and unburrow the unburrowed and burrowed units, respectively. I'm not sure if that's a bug or an intentional design choice, though. | ||
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SnowSC2
United States678 Posts
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