Hey guys, I'm having the most difficult time trying to find out comfortable hotkeys!
I can't decide if I want to do 1-3 units and 4+ builgings, or vice versa. My problem comes from that 1-4 are the most comfortable buttons to press. Anything 5+ feelings uncomfortable because I feel like I need to shift my hand too much.
I've tried hotkeying control groups on the side buttons of my mouse but that ends up putting too much business for my right hand.
Maybe I'm just not practicing one set of hotkeys enough. Any suggestions?
As for me, I put my units in order of the things I should be doing in the game.
1- Scout (early) Harass (late) 2- Main Army 3- Casters 4- Main hatch *upgrades close by 5- expo 6- expo ...
So my theory is as I cycle 11, 22, 33, 44, 55, 66 to jump to all my hotkey locations, I am doing all the things I need to do. (scouting, grouping units, upgrading/teching, saturating, injecting)
If you have real trouble with 5+... do something with it early game, make your spawning pool 6 or your Ebay or your Cyber, whatever is the first upgrade you'll make, that way you can kind of safely integrate it into your play- and learn to cycle it (watching the progress bar) so you can get that upgrade started as SOON as the building finishes
This thread is probably going to get closed..? But watch this anyway,
Day9 does a very informative video that will help you in figuring out what you want to do. Personally I use 5 for bases (and use ` key to switch between them), 1-3 for army (i always separate any spellcaster or other units that should not be with main group), 4 for queens (Only for Zerg, for Terran it's barracks) and 6-0 for anything else I want. Don't use the side buttons on your mouse for hotkeys, that only works in MOBA's lol. In all honesty everyone has there own different way to setup their hotkeys but it just takes practice to get comfortable with them. After 3000+ games of BW, hotkeys aren't an issue for me because of having to utilize all of them in that game compared to SC2, however, going from 1-6 should feel pretty normal after some decent practice on Sc2.
Like the majority of questions asked about hotkeys, mechanics, build orders, etc. It just takes practice. More games = more knowledge.
I set 7-0 as tab, caps lK, alt & space in that order. Then I use 1,2 & 3 for my army. 4-6 for my main natural and upgrade buildings. Then 7-9 (rebound as said above) as my production structures, or as Zerg Queens. 9 being the creep spreaders and left overs. Then I have space as all my CC/Nex/hatch.
A less dramatic change to try is reminding alt to control, and control to alt. So to create control groups it's alt-1 and what not. It's easer to reach the right side of the keyboard with alt because you can use your thumb an reach 7 comfortably.
ive seen sooo many threads about hotkeys when there is so much content (like what lubu posted) about them. SC2 has made it pretty easy to configure the hotkeys, and u could easily just set it all to the left side of the keyboard so you dont have to shift as much.. but remember if u wanna get extremely good you have to take advantage of the map position hotkeys (fkeys) so useful on the later stages of practicing!
well im not sure of your race OP, but because I'm terran I'll just go with that.
basic layout: 1- harass/army (main/support) 2- army (main/support) 3- army (casters) 4- production (rax/fact/port) 5- cc's + ups 6+ - additional buildings/misc units
explanation: -early game 1 through 3 will be for various scv's/rines used for scout and harass, with personal preference on which one to use for later game harass units, with 3 being the most common
-for an average game, assuming you're goinf 1rax fe into marine/medivac/tank, you're gonna want MMM on 1 and tanks on 2, for easier stimming and siege-ing. when adding ghosts to the mix, 3 is your go-to choice, or if adding vikings instead. when adding both, it depends on the person (i prefer to keep my viking on 1). some prefer to have 4 open for more army, while others prefer just to ctrl-click vikings to micro them. ravens are often added in here as well. when playing bio, or before the lategame deathball, many players will use 3 or 4 for drops or other harassment strikes (even just moving a group of rines to hit a vulnerable expo while your main army engages theirs).
-now, for production. some prefer to have individual keys for rax/facts/ports, and while this may be of slight mechanical benefit to high level players, it is my understanding that layouts such as the core are much more efficient anyway, and the players currently at the top often prefer something close to their bw/wc3 layouts regardless. for your average bronze-masters ladder players though, having all your production offers a number of benefits. for example, you can prioritize getting medivacs out when you are low on gas but know you already have a lot of tanks, because you can see whats building all at once. also, you don't have to reach as far to hit starports way out on your 6 or 7 keys.
-cc's have the obvious benefit of being able to scan and move waypoints to new expos easier when all on 1 key, but this is fairly standard. adding your main research buildings (usually ebays) to this key allows you to see when they're not researching, without having to spend time training yourself to repeatedly check those far off hotkeys (again, often 6 or 7 or 8). now, it can get a little crowded as you add on lategame expos and more research, so it's still good to have a designated research structure hotkey, but having good f-key positional hotkeys is a major influence as well.
you're going to have to learn at least the 5 key, if not 6 and 7 eventually, but this is made much easier by spending a few days (assuming at least a handful of games/day) really focusing on using 5/6 etc. and by training yourself to be constantly checking 4/5/6 while moving out, your macro ability will improve immensely.
many players do well by rebinding things such as the tilde, tab, caps, shift, ctrl, etc keys. or by playing on a grid layout, and if this interests you then by all means go for it. picking a well thought out layout and sticking to it is going to benefit you far more than constantly re-adjusting to the latest 'trend', as your pure mechanical macro ability is what's going to determine your results the most. but you have to be sure you're not limiting yourself by ignoring the benefits of being able to tab through a large deathball or group of production buildings, etc. also as i mentioned the darkgrid/the core are very in-depth approaches to maximizing this efficiency, but as you can see they are still being developed, and unless this really interests you you're going to be better off sticking to something you already know or is going to be common and will transfer to other games.
i hope i helped a little, and i'm sorry i can't offer any insight into either protoss or zerg. (from my understanding though, picking your inject method/keys as zerg is important, and the decision to use w for warpgates instead of a number hotkey can occasionally cause gateways to sit there, not being upgraded to warpgates because players have forgotten about them as protoss)
It's definitely a personal preference in this case.. T: 1 - Early scouts/Main army 2 - Vikings/Drops 3 - Vikings/Drops and vP/vT I use Factory/Starport 4 - Production Facilities and vP/vT I use Barracks only 5 - All CC's 6-9 Different Orbitals CC's 0 - Upgrades
1-3, w, and space for army hotkeys. I re-hotkey 9 as w and 0 as space. W is only used for protoss warp ins and even with protoss I think it is better to have your gateways on a specific production hotkey. Four I use for my bases and 5 for my production. With all your production on one hotkey you just hit tab to go from barracks to factory to starport. I do this so I dont have to reach to 6 and 7. Also take the time to get used to camera hotkeys, I use F1 - F4 for my bases. For zerg I do the same army hotkeys and use 4 for hatches and 5 for queens. With this setup there is minimal reaching and you have 5 army hotkeys. Another tip is to put upgrade buildings on ccs/nexi and for zerg put them on queen hotkey. Hope that helps!
I've remapped control groups 6 7 8 9 0 to keys Q W E R T, and I use these five keys to control my army, while 1-5 is for buildings (I don't like tabbing for production). For Protoss, warpgates have been remapped to 2.
The rest of my hotkeys follows a grid-like layout. Commands like Attack and Stop have been remapped to A-G, while spells have been set to Z-B. For making buildings with workers, the order simply goes from A to G, and then from Z to B.
So everything is on the left, and it's easy to learn and to switch between races because it's grid-like.
1 - Main Army 2 - Spell casters/Tanks/ Thors and Banshees (If i am meching) 3 - All my production buildings. 4 - All my production buildings. (In the late game) 5 - All my CCs. 6 - Engineering Bays Q - Scout
Random player here. As was already said, it boils down to preference. Here are my setups though for reference. They generally work pretty well. The only problems I run into are when my builds overlap as Zerg if I'm forced to transition (eg. ling/bane into ling/muta or infestor/brood means my hotkeys overlap, so I have to make on-the-fly adjustments).
T: 1: Main Army 2: Ghost/Banshee/Viking (depending on build) 3: Nothing 4: CC 5: Barracks 6: Factory 7: Starport 0: Drop
P: 1: Main Army 2: Colossus (sometimes Stalker) 3: High Templar 4: Nexus 5: Warpgate 6: Robotics Facility 7: Stargate 0: Scouting Observer
Z: 1: Main Army 2: Baneling/Infestor/Mutalisk (depending on build) 3: Broodlord 4: Hatchery 5: Queen 6: Corruptor 0: Scouting Overseer
Works well for me as Random since with this setup all 3 races have a similar structure.
Edit: As for being comfortable with hotkeys, that just comes with time. Stick with a setup that makes sense and if you use it long enough, your fingers will get comfortable moving to 5, 6, 7, etc. with relative ease.
My hotkeys aren't perfect, as I'd like more army hotkeys for Zerg and I should probably start hotkeying Forge/Engi/Evo Chambers as well, but my setups work well most of the time. As you get better you'll probably notice that your hotkeys will change as well.
I have felt very similary until just recently, because I kept my wrist on the keyboard / desk. Try to have your left arm (excluding fingers) floating, that highly increased my mobility around the keyboard.
On April 06 2013 05:53 Bananenbaum wrote: I have felt very similary until just recently, because I kept my wrist on the keyboard / desk. Try to have your left arm (excluding fingers) floating, that highly increased my mobility around the keyboard.
Yeah I agree, I dunno how people can get used to 5-0 for control groups...
for all mine races is have 1 2 3 4 5 building q w e r t for army a s attack stop. caps hold , tab patrol space nex grp. since i have 4 easy army buttons i dont use that much