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Active: 1255 users

Utilizing all 10 control groups. - Page 5

Forum Index > SC2 General
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Scville
Profile Joined May 2013
43 Posts
July 01 2013 12:43 GMT
#81
1 CC
2 Army
3 Barrack
4 Factory
5 Starport

Mouse control only.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2013-07-01 12:46:37
July 01 2013 12:45 GMT
#82
On July 01 2013 20:48 kill619 wrote:
Why is everyone posting their hotkeys, none of which use all 10 hotkeys like the op is asking about?

Because no reason to use all 10 hotkeys except to look like a pro?

For example I use hotkey with number 7 for ingame menu.
SsDrKosS
Profile Joined March 2013
330 Posts
July 01 2013 12:52 GMT
#83
Well As long as you want to have refineries in hotkey, don't have to use all!
ROFLed when I saw that in bronze league heros!!!
Vete
Profile Joined May 2012
Germany190 Posts
July 01 2013 12:54 GMT
#84
Terran ( standart hotkeys)
1 Spellcaster
2 Main army
3 support ( tanks or viking) ( at the beginning 1st cc)
4 rax
5 fabric
6 startport
7 all cc ( + upgrade buildings)
8 2nd cc
9 3rd cc


MagnuMizer
Profile Blog Joined February 2012
Denmark384 Posts
July 01 2013 13:16 GMT
#85
Protoss (grid hotkeys)

1 nexus
2 army
3 alternate army (i re hotkey this several times in a game depending on situations)
4 robo
5 stargate

rest is too far away from my fingers... can reach 6 sometimes if i have an oracle or an observer i dont wanna lose track of... otherwise the keys are too far away and i dont wanna lift my hand to press buttons it seems to be slower and less accurate...

i'm high master btw
Sissors
Profile Joined March 2012
1395 Posts
Last Edited: 2013-07-01 13:28:52
July 01 2013 13:28 GMT
#86
Personally I have a Roccat Isku (Pic) and remapped top half of my control groups (6-0) to the macro keys at the left. (Not that I come close to using 10 control groups, but I like it with number keys for my buildings, and macro keys for units).
AwM
Profile Joined November 2012
United States80 Posts
July 01 2013 14:04 GMT
#87
Zerg here, the only real difference I have 0 remapped to ` since it's closer. I just about never get close to using all 10 keys though. My layout is:

` Upgrade Buildings, cycle with tab
1 Army unit 1
2 Army unit 2
3 Queens
4 All Hatch
5 Casters
6-9 Usually just scouting, but i don't always use them.
Every time you read this a SCV dies.
StatixEx
Profile Blog Joined August 2011
United Kingdom779 Posts
July 01 2013 14:10 GMT
#88
hmm i play a little odd but as a zerg i

1 - melee units which you can just a move
2 - banes or units you may have to have control
3 - these days SH or infesters
4, flying units - this is an issue atm cos i can group broods corrs , vips and mutas all in one grounp and i can lose stuff so need to controll click a lot of the time (yes this needs improvement i feel)
5 - hatch1
6hatch2
7hatch3
8hatch4
9 - rebound where i put all hatches and then 0 is for special things like scouts, nidus and other tidbits
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
July 01 2013 14:13 GMT
#89
1-3 army
4 stargates/robos
5 nexii and forges
6-7 observers

F2 to F4 for other stuff but have to improve using those, maybe starting using camera hotkeys but don't see too much use in them.

Using F1 as select entire army now but I'm starting to think using that is detrimental. It's nice for battles if you constantly want to send new warped units into battle and retreat with your entire army (saves you binding new units while in battle) but I HATE that it selects observer too, otherwise it would be great.
Lorch
Profile Joined June 2011
Germany3684 Posts
Last Edited: 2013-07-01 14:24:41
July 01 2013 14:20 GMT
#90
I know white people love it, but I can't play the game with as little control groups as most foreign "progamers".
It's really obvious with each race too:

Z:
4 for armie as hots has added a lot (swarm host + festor + viper + any support easily needs 4, maybe even 5)
5 for main hatch/nat hatch etc. so you can build units where you need units and army where you need army, also saves drone traveling distance if you make them at the right hatch and if a timing comes you can have reinforcements pop where they need to pop
1 for all hatches, obv makes it easier to remax

P:
5 for armie (between mamaship core, the usuall split between zealot/sentry and stalker, colossi, templar and all the viable air units you can easily create armies that just need 5 to control properly)
3 for production, robo + stargate + warpgates, you obv need warpgates as it has many advantages hotkeying it vs using the build in one, but that should be known by now
1 for nexi
And that leaves 1 for whatever you want, sadly you can't have 1 group per nexus as parting has (thats why his immortal allin came so much earlier in wol, he just spent exactly the money he needed on probes) without sacrificing army control

T:
3 for armie should be enough unless you wanna always hotkey drops
3 for production, obviously
And then I tend to have my first 3 ccs on seperate keys to optimize worker production (many korean t que up the next scv in each cc just as the old one finishes to have even better makro, I feel like this is part of the reason why korean t's makro often looks so much better than white people makro), and then have 1 for all which obviously makes com satting/muling easier lategame.

And there you have it, imo zerg NEEDS 10 to work properly, protoss atleast 7 to be ok, and t 10 if you wanna do it right, atleast 7 if you don't. Now how you rebind them and which you use for what doesn't matter as long as you are comfortable with it. Personally I prefer to use the entire keyboard ( for example I make overlords on O and Marines on M, so I do use 1-0) as it just makes the game more fun to me, but you can obv also only use half the keyboard if that makes you happy.
padfoota
Profile Blog Joined February 2011
Taiwan1571 Posts
July 01 2013 14:20 GMT
#91
On July 01 2013 06:28 sixilli wrote:
I've always wondered how top players manage to use all of them with the standard layout. Anyone have any ideas? I've heard some use the F1-F4 keys for 7-0. I also use the ` key remapped to CG 10 which I think is pretty common. Anyone know the hotkeys of the pros?

It seems to be a fairly closed door subject and after lots of googling I just found CG suggestions. Not actual optimized standard hotkey layouts and tweaks. I know the first suggestion to this topic is use what's comfortable. The problem I'm running into is I'm running out of keys for my army. Pretty much my CG's as of now are

1-2 units
3 cc's
4-6 production
7-9 not used
0 upgrades
F1-F5 Camera locations

When I look at top terrans most of them use all of the CG's. I've tried putting all my CC's on 7 and it has gone fairly well but it just seems far away and awkward for macro cycles.


1-3 for units
4 CC
5 rax + engi/armory
6 fact
7 starport
8 engi+armory
9 ghost acads
0 is modified to ~ and is for units/drops but i dont really use it much

How the fuck are you surviving off 2 unit hotkeys only?
Stop procrastinating
Najda
Profile Joined June 2010
United States3765 Posts
July 01 2013 14:26 GMT
#92
In broodwar I would use my right hand to spam my hatcheries 5-0
0sd9sd8sd7sd6sd5sd real quick worked out well for me, but I doubt you'd ever see a pro doing it.
Clazziquai10
Profile Blog Joined August 2011
Singapore1949 Posts
Last Edited: 2013-07-01 14:28:02
July 01 2013 14:27 GMT
#93
More ain't always better. Just sayin'
dBdOmega
Profile Joined November 2011
Sweden5 Posts
July 01 2013 14:39 GMT
#94
When i play as Terran i use this comination of hotkeys:

1 Army (standard mainarmy)
2 Army (spellcasters like ghost and raven)
3 Army (Vikings and Medievacs)
4 Army (Drops)
5 CC
6 All production buildings (Just hit tab to shift between rax, factory and starport)
7 Uppgrades (enginering bay, techlab and armory)
F1-F6 camera hotkeys
_Search_
Profile Joined February 2011
Canada180 Posts
July 01 2013 15:01 GMT
#95
The word is USE. You are USING all 10 control groups.

For Christ's sake...
Hossinaut
Profile Joined June 2011
United States453 Posts
Last Edited: 2013-07-01 15:53:36
July 01 2013 15:53 GMT
#96
~ = Scout/mutas/ replacement for mutas
1 = army
2 = army
3 = hatch
4-6 = queens
9 = all structures (upgrades)
f1-f4 for camera locations

I need to use 7/8.

As T I do the same thing only
3 = CC
4 = rax
5 = fact
6 = starport
Same structure to it with P as well, but the extra spaces (7/8) are used for obs
TXRaunchy
Profile Joined June 2013
United States131 Posts
Last Edited: 2013-07-01 19:39:43
July 01 2013 15:55 GMT
#97
1 Nexi
2 Scout
3 Probe used for building
4 Gate
5 Robo/Stargate

into

1 Nexi
2 Army
3 Spellcaster/Colli
4 - 6 Production

F1 Main
F2 Natural
F3 Third
F4 Fourth

Ranked High Plat this season, last season was High Diamond
My apm average is 151, woot.
Garnet
Profile Blog Joined February 2006
Vietnam9027 Posts
July 01 2013 15:58 GMT
#98
On July 01 2013 06:30 da_head wrote:
2 control groups for units seems pretty unlikely. it tends to be 3-4.

In many VODs/replays of pros I saw they only use 2 control groups for army.
packrat386
Profile Blog Joined October 2011
United States5077 Posts
July 01 2013 16:10 GMT
#99
1 - Main Army
2 - Secondary army/scout/casters
3 - ""
4 - ""
5 - Queens
6 - hatches
7 - upgrades

8,9,0 are all unused because I have small hands and I use grid hotkeys.
dreaming of a sunny day
vidium
Profile Joined January 2012
Romania222 Posts
Last Edited: 2013-07-01 16:31:08
July 01 2013 16:26 GMT
#100
1,2,3 - army
4 - production( i just tab trough them)
5 - cc/nexus+upgrade buildings
6 - drops
You ever notice how no one returns to the barracks?
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