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Your new hotkeys post-patch? (or currently) - Page 8

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Wheats
Profile Joined October 2010
United States68 Posts
January 06 2011 02:51 GMT
#141
Moving 6 7 8 9 0 to q w e r t, putting all upgrades on a s d for tech structures (zerg), target next hatch to h, switching hold pos to s, patrol to d. Unit special casts are going on v f and g. Z for select larvae, units to asdfgzxcvb for whatever.

I was pretty bad at it on the test realm but got decent at it and it seems to have the most potential.
baller - "so ok maybe ur nothing like alicia keys."
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
Last Edited: 2011-01-06 07:57:29
January 06 2011 02:53 GMT
#142
i copy pasted my public test realm hotkey file, and added comments in green.

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
ModeratorBlame yourself or God
Kenpachi
Profile Blog Joined August 2009
United States9908 Posts
January 06 2011 02:59 GMT
#143
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.
Nada's body is South Korea's greatest weapon.
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
January 06 2011 03:00 GMT
#144
good idea, that was the bw hotkeys, i forgot heh. it's easier that way
ModeratorBlame yourself or God
synapse
Profile Blog Joined January 2009
China13814 Posts
Last Edited: 2011-01-06 03:03:26
January 06 2011 03:02 GMT
#145
F2-F4 instead of F5-F8 or whatever, V->F for infestation pit, ` instead of backspace maybe... though I never use backspace. Maybe I'll move the evo chamber upgrades to WER, and ling speed to something closer to my left hand...
:)
undyinglight
Profile Joined December 2008
United States611 Posts
January 06 2011 03:02 GMT
#146
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.
Rise Up!
HisDudeness
Profile Joined November 2010
United States17 Posts
January 06 2011 03:04 GMT
#147
Gonna definitely change immortals to R. I'll probably change the backspace key to a side button on my mouse too.
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
January 06 2011 03:07 GMT
#148
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
ModeratorBlame yourself or God
Aus.Force
Profile Joined October 2010
Australia1278 Posts
January 06 2011 03:07 GMT
#149
i currently play with the grid keys. and i love them, except for one thing: attack move

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
"no need for cinema, just watch special taktiks" - white-ra
Kambing
Profile Joined May 2010
United States1176 Posts
Last Edited: 2011-01-06 07:58:32
January 06 2011 04:34 GMT
#150
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).
Froadac
Profile Blog Joined July 2009
United States6733 Posts
January 06 2011 04:52 GMT
#151
I'll change immortal, I'll hotkey screens, maybe make capslock control, and ` a hotkey because of my tiny hands
StayFrosty
Profile Joined February 2010
Canada743 Posts
January 06 2011 05:06 GMT
#152
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.
Froadac
Profile Blog Joined July 2009
United States6733 Posts
January 06 2011 05:09 GMT
#153
On January 06 2011 14:06 StayFrosty wrote:
Show nested quote +
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.

Yeah, that should be really big for zerg.

I'm excited for the ability to rebind warpgates.
Xanbatou
Profile Blog Joined February 2010
United States805 Posts
January 06 2011 05:23 GMT
#154
What is the optimal binding for the town-hall key to use with spawn larvae? Backspace is all the way on the other side of the keyboard so that doesn't really work. It would make sense to use the ~ key, as nobody uses push-to-talk. However, that doesn't result in the most comfortable motion.

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?
LoLAdriankat
Profile Blog Joined August 2010
United States4307 Posts
January 06 2011 05:34 GMT
#155
Everything's going to be the same except 7, 8, and 9 are going to be used for F2, F3, and F4, which are mostly going to be used for hatcheries that are not close to my main.
Wr3k
Profile Blog Joined June 2009
Canada2533 Posts
January 06 2011 05:36 GMT
#156
I'm gonna move the F keys over and maybe put something on tilde. Otherwise no changes.
Guruite
Profile Joined January 2011
United States19 Posts
January 06 2011 06:04 GMT
#157
Does anyone know if we can rehotkey the mouse after this patch? I'd like very much to turn off double click (and just use control click). I've sent all my probes to make a pylon by accidentally double clicking one several times.
Mios
Profile Joined April 2010
United States686 Posts
January 06 2011 06:33 GMT
#158
have had my own hotkeys since the beginning of the beta, after playing wc3 and WoW I cant stand not being able to change everything to the way I want it.
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
no LAN and intercontinental bnet = T_T
Kambing
Profile Joined May 2010
United States1176 Posts
Last Edited: 2011-01-06 06:39:38
January 06 2011 06:37 GMT
#159
On January 06 2011 14:09 Froadac wrote:
Show nested quote +
On January 06 2011 14:06 StayFrosty wrote:
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.

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.
SnowSC2
Profile Blog Joined September 2010
United States678 Posts
Last Edited: 2011-01-06 07:25:59
January 06 2011 07:24 GMT
#160
oh man i cant wait. Im moving town view to f2-f4 and changing the baneling speed upgrade from c to g and il change the armor/attack upgrades to be more centered around g or something like that so there not as all over the place.
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