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Poll: Fleet Keys Users: What is your highest league achieved?
Diamond League (62)
22%
Gold League (51)
18%
Platinum League (41)
14%
Unranked (27)
10%
Master League (26)
9%
Professional Level (23)
8%
Silver League (22)
8%
Grandmaster League (17)
6%
Bronze League (10)
4%
Practice League (4)
1%
283 total votes
Gold League (51)
Platinum League (41)
Unranked (27)
Master League (26)
Professional Level (23)
Silver League (22)
Grandmaster League (17)
Bronze League (10)
Practice League (4)
283 total votes
Your vote: Fleet Keys Users: What is your highest league achieved?
(Vote): Unranked
(Vote): Practice League
(Vote): Bronze League
(Vote): Silver League
(Vote): Gold League
(Vote): Platinum League
(Vote): Diamond League
(Vote): Master League
(Vote): Grandmaster League
(Vote): Professional Level
Poll: Fleet Keys Users: What is your Preferred Race?
Zerg (75)
47%
Protoss (44)
28%
Terran (31)
19%
Random (10)
6%
160 total votes
Protoss (44)
Terran (31)
Random (10)
160 total votes
Your vote: Fleet Keys Users: What is your Preferred Race?
Poll: Fleet Keys Users: What is your preferred version of Fleet Keys?
Alloy (65)
87%
Element (10)
13%
75 total votes
Element (10)
75 total votes
Your vote: Fleet Keys Users: What is your preferred version of Fleet Keys?
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Alloy is a hotkey layout for players who are searching for something that is compact, accessible, optimized, and 100% tournament-legal. It is simple to learn and does not require players to employ any kinds of non-basic computer hardware, driver modifications, or unorthodox hardware use or modifications. Alloy is significantly more advanced when compared to the original Fleet Keys which is now dubbed "Element". Although it is much more advanced than Element, the layouts still have many things in common. The adjustment experience when going from Element, Standard, and Grid to Alloy is mostly one of increased efficiency; being able to suddenly do things much easier, faster and more intuitively will be the biggest thing to adjust to.
Alloy was created for players who want to benefit from massive hotkey layout improvements while still maintaining the comfortable use of the Q,W,E,A,S,D keys used in many PC titles today. This approach creates an experience that bridges the gap between SC2 and a large portion of other PC games from many genres out there, especially other RTS/MOBA games that support Grid-like hotkeys or frequent Q-D usage. Any amount of transferable muscle memory will help when coming to or from SC2..
Refer to the Zerg and Terran & Protoss cheat sheets for suggested bindings usage, explanations and other info. You can find them in the spoilers located under the race icons (shown above).
Here is a list detailing many of Alloy's key features:
- A familiar PC gameplay experience consisting of heavy Q,W,E,A,S,D usage.
- All 10 accessible Control Groups.
- All 8 accessible Camera Locations.
- Conveniently-placed Unit Commands for performing fast and intuitive Patrol, Hold Position, Attack and Move commands.
- Rolling, alternating, and adjacent finger motions make up many of the game actions. Worker queuing, macro abilities, Attack-moving, and production cycling to name a few.
- Highly optimized macro ability methods such as Mouseless and Camera Location (Layered) Injects, MULEs, Chronoboosts and Warp-ins.
- Easy to access unit spells and abilities. Spells and abilities that were once along Z,X,C are now on A,S,D and the "Smart Key" explained below. This results in a highly efficient version of Command-Card-based, or "Grid-based" bindings, where reaching to the bottom row for any reason is much less frequent.
- The "Smart Key" for Protoss and Terran (Space Bar by default). This one key holds all of your favorite game commands. It works by housing alternate bindings for one command per unit Command Card. The Smart Key is an extremely effective tool in reducing your required hand movement and performing macro as well as micro-related actions, and the best part is that it's 100% customizable! Use it to further eliminate reaching if you don't want to actively use it for spells/abilities.
- Rapidfire Ability Key, optimized for allowing players to spam any command in the game at the rate of your keyboard's repeat rate. This greatly enhances your ability to perform Warp-ins, Creep spread, MULES, Larva spawning, and various other game commands. An invaluable tool when used properly.
- Expansion and metagame-safe bindings. Since new bindings will be added to Command Card locations that already have reserved space in the 5x3 Command Card grid, you should feel safe with Fleet Keys throughout the rest of Starcraft 2's lifespan. The only way this concept gets thrown is if Blizzard extends the dimensions of the Command Cards, which in all likelihood won't happen.
Download files can be found here: https://www.dropbox.com/sh/a34d7t3iq6hwpeq/xE4ZRyBxDU
Make sure to use the appropriate version (game mode, Alloy or Element, and your keyboard type, race, etc).
"Download". Do not "Save As". Here's why (results in all keys being unbound---not good):
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Plug them into this directory location shown below. If you have not created and saved a custom hotkey profile yet, you won't see the "Hotkeys" folder there. You can create it manually yourself by making a new "Hotkeys" folder, or by saving a hotkey profile in-game (the game will create it for you upon saving the custom profile).
Mac File Path
~/{username}/Library/Application Support/Blizzard/Starcraft II/Accounts/{bunch of numbers}/Hotkeys
Windows File Path
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Element is essentially the hotkey layout that "started it all" for Fleet Keys. Before this thread was redesigned and Alloy was introduced, Element was the featured (and only) Fleet Keys layout. On its way to being dubbed "Element", it has undergone some significant changes. It shares many similarities to Alloy and still retains most of its features from its former configuration (the list of notable changes are mentioned below this section). Element is a great step up for players who are accustomed to Grid already and want to refine what they're already familiar with without going too far out of their comfort zone. Element's counterpart, Alloy, is much more efficient and easier to use, so know that Element does have its limits.
Some may ask: "Well if Alloy is "better", why does Element even exist?" Element in its current form exists for a few reasons, which are listed here below:
- Some users still like to play with Element! Suddenly cutting off support for it and erasing it from existence will only confuse people who come back to check out the thread after the big overhaul/redesign.
- Although Alloy is a fine starting point itself, Element is even more straight-forward albeit more basic. For players who are coming from backgrounds that consisted of a lot of Standard layout play, they won't be too overwhelmed when "trying out" the basic offerings of and arrangement of Fleet Keys' features.
- This ties in somewhat with the last point, but it can serve as a gateway for future Alloy for users who have no clue how playing with Grid-based hotkeys feel (let alone any version of Fleet Keys).
- Some Grid users just want to slightly refine what they already know, or may want to take away some ideas on how to improve their layout. Element could serve as a good reference point for them as it has many neat arrangements that is presented from a rigid Grid-template standpoint. It shows what can be done within the confines of Grid without flipping your muscle memory completely upside-down. Many users have simply taken ideas from Element and went on playing happily with their own layout.
While developing Alloy, better ways of doing things were discovered, and some of those changes were applied to Element as a means to refine it further. Some of the major changes that were made to the original Fleet Keys before/after it was re-worked as "Element" are as follows:
- For the Alt+Q/R Control Groups, the "Add to Control Group" command was changed from Ctrl + Shift + Key, to Shift + Alt + Key. It's easier to press and really intuitive considering the means of accessing them. It also follows in line with how other CG's handle "Adding to".
- The addition of the Rapidfire Ability Key, which is currently mapped to X. Why X? Well, it can go anywhere really, but it works extremely well with Zerg, and for Terran and Protoss it can be used easy with spells that fall on X. Of course, pressing Shift with a spell or ability before executing it by holding X will turn any ability into a rapidfired/spammed one, so in most cases it will probably used as a toggled switch of sorts for executing spammed commands. X for Protoss and Terran is mainly a decision to keep consistency across all of the Element layouts.
- Middle Mouse Button (pressed/held by itself) is now used for Mouse Camera Scrolling. It's a quick way to get to where you need to be if you don't have cameras ready, or don't want to use the minimap exclusively for navigation. It can speed things up and now it's more accessible.
- The "double bindings" are removed from the Alt key. Early on, Alt had been bound to Select Warpgates in the Protoss & Terran version, and the Inject Queens Control Group in Zerg. Although this binding sped up actions by a considerable amount, it was proving to be too problematic. Players were having trouble keeping things selected when attempting to transfer or evacuate workers to and from mineral lines while using their Camera Locations. As it was, pressing Alt would deselect what they wanted to give commands to and selected Queens or Warp Gates instead. Minimap usage, Mouse Camera Scrolling, and Base Camera key usage were all potential workarounds, but players shouldn't have to use workarounds to circumvent something like this. In the end, players just had a hard time making great use of it due to those de-selection issues despite the available workarounds, so it was cut. Feel free to re-bind this feature and decide if it works for you.
Download files can be found here: https://www.dropbox.com/sh/a34d7t3iq6hwpeq/xE4ZRyBxDU
Make sure to use the appropriate version (game mode, Alloy or Element, and your keyboard type, race, etc).
"Download". Do not "Save As". Here's why (results in all keys being unbound---not good):
+ Show Spoiler +
Plug them into this directory location shown below. If you have not created and saved a custom hotkey profile yet, you won't see the "Hotkeys" folder there. You can create it manually yourself by making a new "Hotkeys" folder, or by saving a hotkey profile in-game (the game will create it for you upon saving the custom profile).
Mac File Path
~/{username}/Library/Application Support/Blizzard/Starcraft II/Accounts/{bunch of numbers}/Hotkeys
Windows File Path
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Q:Why are there now two versions of Fleet Keys? Element? Alloy? What happened here?
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Q: Will the hotkey systems be released separately for Wings of Liberty, Heart of the Swarm, and Legacy of the Void?
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Q: What are you currently supporting?
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Q: In the version of Fleet Keys I downloaded, I keep deselecting my units when jumping between cameras or when I need to pull workers back from a base under attack. I always select my Warpgates or my Queens in the process and deselect my units. What do I do about this?
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Q: I downloaded this version of Fleet Keys, (insert version name here), but there are keys that aren't bound and some even make the game unplayable! Why is this?
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Q: Why don't you use side Mouse Buttons in the default Fleet Keys Bindings? Have you ever thought of using them?
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Q: In Alloy, why is Stop, and the resource gathering commands bound to F5-F9? Seems a bit out of the way don't you think?
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Q: I see that the 7, 8, 9 and 10 Control Groups are accessed through Alt+ Q, W, E, R. What's the reasoning for it and can it be changed?
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A: I created the original version of Fleet Keys (now named "Element"), as a hotkey layout that uses Grid as its template. This allowed for a great amount of simplicity and allowed me to condense all of the important game commands and groupings into one neat and tidy system for each race. This was great, and still works great, but I needed to take it a step further. From there, I designed Alloy. Alloy is built upon a Standard template with the majority of Element's key features incorporated into it. Features such as the layout of the Control groups and Cameras being the main ones. Being Standard-based, it provides much more flexibility for players looking to personalize the layout even more. The result of this concept is a powerful layout that borrows as much as it can from Element, while further "optimizing" Element's greatest features. Alloy exists for those who feel like Element doesn't provide them with enough, and is considered to be the most advanced and arguably "better" of the two. Many different people with their own preferences will use these layouts, so Alloy's customization options answer them directly and them some.
Q: Will the hotkey systems be released separately for Wings of Liberty, Heart of the Swarm, and Legacy of the Void?
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A: Yes. They must be released as different versions fitted for each expansion. As Blizzard adds new units and commands with each expansion, the hotkey landscape slightly changes as well. By the end of Legacy of the Void, there will be a series of systems for players using each expansion, for each game mode (multiplayer/campaign).
I will keep each version of Fleet Keys as similar as possible across each expansion and game mode. Transitioning to each expansion won't cause you trouble, provided that players download and use the proper files according to their keyboard type/race and game mode. Remembering to use the campaign and multiplayer versions separately is critical as those two game modes are vastly different.
I will keep each version of Fleet Keys as similar as possible across each expansion and game mode. Transitioning to each expansion won't cause you trouble, provided that players download and use the proper files according to their keyboard type/race and game mode. Remembering to use the campaign and multiplayer versions separately is critical as those two game modes are vastly different.
Q: What are you currently supporting?
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A: Here is the current supported list for all races, as of April 30th, 2013:
If anyone out there is willing to pitch in on creating other versions that they feel should be included, then by all means, make it and send it to me and I'll create a download folder/link for it. Or, wait for me to include more, which is not a guaranteed way to get the one you want.
Fleet Keys Alloy
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Fleet Keys Element
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If anyone out there is willing to pitch in on creating other versions that they feel should be included, then by all means, make it and send it to me and I'll create a download folder/link for it. Or, wait for me to include more, which is not a guaranteed way to get the one you want.
Fleet Keys Alloy
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Heart of the Swarm Multiplayer:
QWERTY - AZERTY - Dvorak
Heart of the Swarm Campaign:
QWERTY - AZERTY - Dvorak
Wings of Liberty Multiplayer:
QWERTY - AZERTY - Dvorak
Wings of Liberty Campaign:
QWERTY - AZERTY - Dvorak
QWERTY - AZERTY - Dvorak
Heart of the Swarm Campaign:
QWERTY - AZERTY - Dvorak
Wings of Liberty Multiplayer:
QWERTY - AZERTY - Dvorak
Wings of Liberty Campaign:
QWERTY - AZERTY - Dvorak
Fleet Keys Element
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Heart of the Swarm:
QWERTY - AZERTY - Dvorak
Wings of Liberty:
QWERTY - AZERTY - Dvorak
In case you were wondering, Element does not require as many versions as it is built on Grid, so this shorter list for Element is not a mistake. The only different bindings for Element are the Grid maps for each keyboard type and the Global bindings.
QWERTY - AZERTY - Dvorak
Wings of Liberty:
QWERTY - AZERTY - Dvorak
In case you were wondering, Element does not require as many versions as it is built on Grid, so this shorter list for Element is not a mistake. The only different bindings for Element are the Grid maps for each keyboard type and the Global bindings.
Q: In the version of Fleet Keys I downloaded, I keep deselecting my units when jumping between cameras or when I need to pull workers back from a base under attack. I always select my Warpgates or my Queens in the process and deselect my units. What do I do about this?
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A: That feature was removed in early April, 2013 across all Fleet Keys systems. If you feel as if you'd enjoy this option, feel free to re-apply yourself it in the game's hotkey editor. For Protoss, it can re-applied by assigning your Select Warp Gates alternate binding to "Alt". With Zerg, have your Queen Control Group bound as an alternate to Alt as well. It's cute, it speeds up your Injects and Warp-ins, but it's not for everybody.
Q: I downloaded this version of Fleet Keys, (insert version name here), but there are keys that aren't bound and some even make the game unplayable! Why is this?
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A: Really? I must have overlooked something in the bindings for that file. Please, before sending me the details, make sure you "Downloaded" the hotkey file and did not "Save As", as the file will contain unbound keys if that's the case. If there are indeed unbound keys that were overlooked, feel free to send me the details here: eneyseekay999@gmail.com or leave a detailed message here on the Team Liquid thread or my PM box and I will try to fix it as soon as I can. Thanks in advance for the heads up!
Q: Why don't you use side Mouse Buttons in the default Fleet Keys Bindings? Have you ever thought of using them?
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A: Absolutely! This is a system meant to be released to many people, some of who may not have the luxury or want for the use of extra Mouse Buttons. Both systems Element and Alloy were made using a Razer Abyssus, and a standard Das Keyboard, so there are no added bells and whistles of any kind required to use Fleet Keys. The only exception to this may be the Middle Mouse Button, but I don't think that will be an issue with many people people as they are extremely common (despite me being hesitant to use MMB in the first place). I see extra Mouse Buttons as an additional resource, and thus, not something to base Fleet keys around. Would the Fleet keys systems benefit from using them? Sure they could! But they are strictly optional. If you were to use the side mouse buttons I would highly recommend binding "Select Next Subgroup" and "Select Previous Subgroup" to them.
Q: In Alloy, why is Stop, and the resource gathering commands bound to F5-F9? Seems a bit out of the way don't you think?
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A: These are not meant to be used frequently, or at all, in Alloy's current form, so keep that in mind whenever you see a strange out-of-the-way binding. Unless you see an obvious miss-bind for a common command (that isn't Stop), then don't worry. This binding trend doesn't apply to Element, as the commands are tied to Grid.
Regarding the Stop command; Hold Position works better in every way, as it still allows your unit retaliate without your unit being kited away. This also serves a huge role when playing Zerg and performing the Backspace method of Injecting. Stutter-stepping is also business as usual when using Hold Position, so there are no known consequences as a result of this choice. Ghosts would be a unit that suffered as a result, but they have the Hold Fire/Weapons Free command, so there was no downside to the decision.
Regarding the Stop command; Hold Position works better in every way, as it still allows your unit retaliate without your unit being kited away. This also serves a huge role when playing Zerg and performing the Backspace method of Injecting. Stutter-stepping is also business as usual when using Hold Position, so there are no known consequences as a result of this choice. Ghosts would be a unit that suffered as a result, but they have the Hold Fire/Weapons Free command, so there was no downside to the decision.
Q: I see that the 7, 8, 9 and 10 Control Groups are accessed through Alt+ Q, W, E, R. What's the reasoning for it and can it be changed?
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A: This can be changed at any point, as it's merely the default suggested binding. Before making the change without actually trying testing it in-game, check out the Pros/Cons listed here.
- Pros
- With production on Alt+Q,W,E,R, you aren't moving outside your normal required range to monitor and produce from your production structures. Your thumb doesn't have to really move at all either if you are using the edge of Space Bar when pressing it with your thumb.
- It's a convenient, rolling motion. This is important for rapidly monitoring your production queues in a flash. When you have a multitude of production facilities (applies mostly to Protoss and Terran), viewing all production in a quick, comfortable, rolling motion makes the monitoring process quicker. The rolling motion of Tab>Q to build workers keeps you right on top of your production keys while macroing as well.
- Q,W,E,R for Zerg can keep you on top of your Injects while focusing on a specific map location that isn't back home in your base. Cycling through your first 3 hatcheries whenever you get a chance can display your exact progress of the Inject timers on your Hatcheries. Since Grid is adopted to house pretty much all of the production commands, Q,W,E,R will also house Drones, Overlords, Zerglings, and Roaches-- your most frequently morphed units as Zerg.
- Q,W,E,R is in line with Tab, and if you use your pinky for Tab, you can access all of your production without moving your fingers from Q,W,E,R (with index pressing R). Being mindful of the Alt modifier when you want to build army units will be your only real barrier to overcome should you keep this configuration.
- Q,W,E,R is one key away from all of your intended Unit Control Groups (1 to 4 or 5). Q,W,E,R, when commanding units, is also shared with Patrol, Hold Position, Attack, and Move. This makes jumping to a Unit Control Group, giving an order, and jumping back into production as close as possible. Again-- be mindful of Alt.
- Q,W,E,R is one key away from your first 4 Camera Locations, which is often set as bases, especially if you plan on Injecting with with Camera Locations. You have plenty of options for jumping back to your base and the ease of accessing these cameras while using Q,W,E,R can't get any closer or convenient given the rest of the layout.
Cons - If you are not mindful of Alt, you can accidentally center your camera over your production facilities. Not always desirable, but not always a bad thing, as it can prompt you to manage your base. Still, this point should be listed as a potential con.
- You'll be pressing Alt to queue up army units as Terran and to some extent Protoss. To some, this can be a deal breaker. Keep in mind that if you are using 5,6,7 for production, you are moving all the way out to those keys, pressing them, and pressing a specific key that may not be in the immediate vicinity. With the Q,W,E,R configuration, you aren't moving your thumb much or at all, and you aren't moving your fingers much or at all on Q,W,E,R, so this all comes down to a matter of preference really. Still, it is a con that some are noted to dislike. Feel free to move your production Control Groups to 5,6,7,8 or wherever you feel that they are the most comfortable, but try it out for a bit first!
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This section is for players who are seeking additional information that was not answered in other parts of this thread. It contains extra information that some may find useful.
GRID EXPLAINED
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If you have no previous knowledge of Grid, this image will give you an idea of how unmodified Grid handles hotkeys. Fleet Keys Element adheres to Grid as displayed, whereas Alloy condenses and optimizes it. For example, you will see Build Basic and Build Advanced on Z and X. In Alloy, this is condensed to A and S, bringing it much closer to the rest of your keys. In most cases with Alloy, you will be primarily using Q-E, A-D for the majority of your commands. This is possible because Alloy was built on top of Standard, while mimicking a condensed Grid. Also keep in mind that Alloy handles Unit Commands like Attack, Hold Position, etc. in a different but much more efficient way than is shown here, as there is no reaching for R or T for your Unit Commands--only Q,W,E).
SMART KEY EXPLAINED
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With the Terran & Protoss layout, you have the option to use Space Bar (the Smart Key) for your most common/favorite abilities and commands. Check out the cheat sheet for most of the default Smart Key bindings (located on the far right).. The Smart key was originally introduced to assist players with performing their favorite and frequently-used commands. This allows players to take their Space Bar and bind one command to it, per different Command Card. The Smart Key is just one more option to take advantage of, and the fact that it is an alternating keystroke in many situations means it's almost always going to be quicker to use. Here are a few common examples of Smart Key sequences:
- Select Probe/SCV -> A (or Space), Space, Click for Supply Depots/Pylons.
- Select Stalkers -> Space, click for Blink.
- Select Marines -> Space for Stim.
- Select Sentries -> Space click for Force Fields.
- Select Orbital or Nexus -> Space for Chrono or MULEs.
This is a way to let the fingers do their work, while letting your thumb take on some of the burden that would normally require you to reach 1 or 2 keys away from where your fingers would normally want to be. It gives players a lot more control over what the layout can do for them at any given time or in select situations. While the default Smart Key bindings are sufficient for most players, the fact that it has full customization options really let players tailor it to their own specific needs should they ever find themselves wanting to squeeze more out of it.
This feature is not included by default in the Alloy and Element Zerg layouts (Alloy Zerg can support it though). Some reasons why it is not included by default:
- Players typically use Space Bar for Injects. Often times, players un-bind the Base Camera command from Backspace to Space Bar. It's a very "at-home" and familiar binding for many Zergs out there. Many also believe it's one of the most simple and optimal one.
- Lack of important Zerg unit abilities that benefit from the Smart Key.
- Zerg's low reliance on building production. Zerg has a much lower need for quick access to their structure hotkeys. Apart from Hatcheries and static defense, you don't need frequent access to structure hotkeys like you do for things like Pylons and Supply Depots.
RAPIDFIRE ABILITY KEY INFO
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Although Alloy uses this binding to a much more sophisticated degree than shown here (Element as well), you should get a good idea of how this ability behaves in-game if you don't already know. Khaldor was kind enough to give me a shout-out for my work on re-introducing rapidfire to the community (despite me being one of the last to formally present it :p) so that was really cool. In this video he shows you the binding that is changed, and how to "spam" with it.
Also, here are some notes I made when testing out most, if not all applicable abilities when used with the Rapidfire Ability Key (could use editing here and there I'm sure). This is by no means something you absolutely have to read, as there is a fair bit of text. Skip to the end to see the notable results.
PROTOSS
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- Warpgates. When used with the rapidfire feature, they adhere to the same limitations that other races experience when using a keyboard's repeat rate for queuing/morphing. Warping in units in the mid and late game can be done very quickly depending on the amount of Warpgates you own. The big limitation is that if you plan on warping in different types of units using the rapidfire feature, there will be a short delay between queuing different units, so it's not not usable in every Warp-in situation and hard to actually abuse in any meaningful way. Warping in one unit off of many gates is sped up dramatically though, so that's pretty cool!
I feel that this is actually fair. This levels the playing field for late game Protoss players who chose gateway-heavy compositions, and reduces needless repetition tied to a mechanic that is supposed to facilitate the concept of "instant reinforcement". It allows you to operate in some ways similar to that of Zerg production because of the benefits of repeat rate and repeat delays, but again, is limited to producing different unit types because of repeat delay. - Nexus. Chronoboosting a lot of things at once becomes much quicker, but if you're keeping up with your macro, there's no immediate benefit gained from the rapidfire feature. A great way to dump Chrono energy. Watch out for Chornoboosting the same structure though, as you'll just waste energy that way.
- High Templar. Feedback. This spell really shines with the rapidfire feature. You can cast it quick, but relatively uncontrollably (much like ITs). Follows the same rules as Snipe though, in that you need a lot of HT's to make super-effective use of the rapidfire feature. Psi Storm remains a surgical spell in that you can't afford to waste them, so it remains mostly unaffected by the rapidfire feature. Morphing Archons remains the same, as its an ability that already reaps the benefits of your keyboard's repeat rate.
- Phoenix. Graviton Beam. You can have some fun with this without breaking anything in the game. You can spam the spell, and lift up many things. Watch out with this, as you won't be able to shoot anything if all of your Phoenixes are busy lifting unless you've got some other air-attacking support handy.
- Oracle. Doesn't benefit from the rapidfire feature much or at all. Nothing to really note here.
- Sentry. This unit doesn't really benefit too much from the rapidfire feature. Forcefields. You want to be surgical with them and spamming the spell is a good way to waste energy and lose the game. Hallucination. This is about the only good application of rapid fire for this unit, so that's good, as Sentries are already extremely powerful. Guardian Shield isn't relevant at all in this case.
TERRAN
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- Orbital Commands. MULES can be rapidly called down, but you need a lot of energy and orbitals to really make great use of this. Still, it's cute if you want to dump energy when falling behind on macro, but won't affect a player who has solid macro mechanics. Calling down depots won't benefit much from the rapidfire feature. Scans can be spammed, but there's no reason to ever spam Scans due to wasteful casting past the first Scan, so that remains the same.
- Ghosts. When they are in excess numbers (at least 15-20, with near-full energy), the infamous Snipe exploit claws its way out of nerfing hell a bit. An unlikely situation, but still, a small possibility that isn't exactly realistic within the realm of standard play. EMP doesn't really benefit much from this (although the option is there to spam it), nor does Nuke.
- Raven. Seeker Missile. In large numbers, can benefit greatly from the rapidfire feature, provided that you actually need to send mass amounts of Seeker Missiles at the enemy. The potential to waste energy is still very much present, and aiming is tough, so that's fair. Autoturrets can be deployed faster, but they behave like structures, so you must be careful in your casting or you'll hit a lot of placement conflicts and only some will actually deploy. There's some skill involved there, with potential gain, so I like that. PDD's can be deployed faster, but treat them like Forcefields in that you don't want to spam them too much or at all.
- Battlecruisers. Yamato Cannon can be spammed to pretty good effect, so it's applicable and useful in a situation where you're looking to dump a ton of Yamato rounds into an opponent's army. Not a highly likely situation to be in, and only really appears when the game has gone on for far too long anyway. There's a lot of potential for overkill when using Yamato Cannon with the rapidfire feature.
ZERG
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- Queens. Transfuse. You can rapidly cast this spell, but not too much faster than a competent human could because it has a significant amount of delay. There is also a tendency to over-Transfuse on units that aren't at risk of dying (but are still slightly damaged), so it's more of a judgement call that can go good, or can go pretty bad due to wasted energy. Spawn Larva works with this, but the uses aren't very applicable unless you did what I did and bound the rapidfire key to Spawn Larva's key (the S key in Fleet Keys Alloy, which is central to the layout). It lets me cut out the mouse clicks while performing the Backspace Inject method, which is a pretty big deal depending on who you ask. A neat little improvement, but extreeemely specific both in terms of implementation and usage. Creep tumors. Now this is where the rapidfire feature shines with Zerg. If you ever get to the point where you are spreading Creep with multiple tumors (5 or more I'd say), or need to dump a Queen's energy quickly by placing Creep Tumors, then you're in luck, because you can eliminate the need to click to propagate the Creep Tumors, and the process is sped up by a considerable amount. Not a broken feature, but potentially very beneficial. Just watch where you aim your cursor as you cast, because you can cast close to your tumors and that should make you feel sad.
- Infestor. Infested Terrans can be spawned at rapid speeds. It's more of a double-edged sword when used with the rapidfire key rather than an exploit. You can spend your energy quick, but the expenditure is extremely hard to regulate when using them in conjunction with Fungal Growth. So you can waste your energy very quickly, but somewhat...uncontrollably. Works really well when using Infested Terrans as a harass method, as you dump the energy quick. Fungal Growth interacts poorly with rapidire, as energy is precious, and you don't want to waste your Fungals. Neural Parasite isn't really viable in most situations where you'd want to make Infestors, and wouldn't benefit the use of rapidfire much or at all. Only good use may be vs mass Archons, Carriers, Battlecruisers, Thors and other massed Infestors I suppose?
- Viper. Abduct. You can cast it quickly, but you have much less control over what you Abduct, and Abduct has a high energy cost anyway so it's not really game-breaking and can end bad for the Zerg spamming it. Blinding Cloud doesn't benefit from rapidfire, much like how spammed Forcefields don't. Consume benefits greatly from the rapidfire feature if you have large amount of Vipers. It makes queuing the ability up much quicker when you have about 6 to 8 or more Vipers (the most you probably would want in a normal game).
- Corruptor. These guys are able to spam Corruption to great effect, so that's pretty damn cool. You waste cooldown and not energy so there's some amount of forgiveness there, but you still have to be careful with where you're actually casting the spell, as you can cast multiple Corrupts on single targets and that's wasteful. The rapidfire feature takes some tedium out of Corrupting single targets in exchange for some chaotic rapid targeting. With careful aiming, the rapidfire feature allows a player to use this underused and often-times lackluster ability to greater effect. Overall, I really like it. It does the unit some justice and promotes the use of its ability.
Some Key Points Overall
Enhances the speed of Creep Spreading by a considerable amount. This works amazingly for spreading Creep when there are many active Creep Tumors that require propagation. Simply put, it saves you a lot of that normally requires excessive time and effort spent clicking.
Mouseless Injects. Since you are able to target Hatcheries with the Spawn Larva ability, you are also able to confirm the target with the Rapidfire binding. When binding the Rapidfire Ability Key to the same key as Spawn Larva, you are able to perform Backspace method Injections without a mouse by selecting Queens, Spawn Larva key, then hold Shift, then Spawn Larva+Next Base for each base. Sounds like a lot, but it's really easy when done in-game.
Warp-ins during mid and in late-game situations can be sped up by spamming a particular unit. Fairly useful, depending on the game state. Lategame Zealot harass comes to mind as common use.
Snipe can be used in a near-identical way as the pre-nerf Snipe did. Snipe now does 25 (+ 25 to Psionic), instead of 45 flat damage. This nerf was applied in patch 1.4.3.
The rapidfire feature can help out in certain situations where you slip on your macro with your Nexus or Orbital Commands. A great way to dump that energy FAST should you ever need to.
The Rapidfire key can work against you. It's not a safety blanket or a means to outperform otherwise better players-- so if you are mindful of it, and use it intelligently as a tool used to speed up repetitive clicking actions, you can't go wrong.
OPTIMAL GAME SETTINGS GUIDES
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Crank up the scrolling sliders to as fast as possible . This is highly recommended for anyone who scrolls via Drag Scrolling or Mouse Scrolling (aka Edge Scrolling).
For Drag Scrolling, this will reduce the distance your mouse will be forced to move drastically when going from one corner of the map to the other.
For Mouse/Edge Scrolling, increasing this will cut out the time required when holding your cursor on the edge of the screen.
Disable the Alt + Tab function and the Windows Key.
Fleet Keys uses both the Alt and Tab keys quite a bit, so disabling these two options is absolutely critical. Alternating between them can cause you to "Tab out" during a game. How do you minimize the game after disabling Alt-tab? Well....
In Starcraft 2 on Windows PC’s there are currently 2 (as far as I know) alternative methods to tab out or minimize the game, even if you have Alt-Tab and the Windows key disabled.
[list][*] Method 1: Ctrl + Esc. Minimizes game and behaves as if the Windows key was pressed, this method works the best. Use this one.
[*] Method 2: Left Alt + Right Alt + Tab. Do this 1 to 3 times quick for it to kick in. A strange method for sure, but it's relevant and useful should Method 1 ever fail you.
Make sure your other game settings are adjusted.
If you are unsure about what settings to use for now, check out these videos, or similar videos and guides like it:
Lowko's Settings and Gameplay Options - StarCraft II: Heart of the Swarm (5:20)
JaK's Optimal Settings for Starcraft 2 (Short Version) (2:13)
JaK's Optimal Settings For Starcraft 2 (Long Version) (12:14)
Hybrid Graphics Settings 2.0 thread by Existor and JaKaTaK (Recommended for those who want to delve deeper into settings)
CTRL+ KEY ADDING METHOD (Found in the `Tester Files folder)
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When adding to the Q-R Control Groups, you can instead use Ctrl+Q-R to add units to them as opposed to adding them by pressing Shift+Alt+Q-R (Fleet Keys' default adding method for Q-R). What this does is it eliminates one keystroke for the adding action, and can make adding multiple units/structures to things a bit smoother.
However, you can always just double-click the unit/structure, and then add, so it's really up to what individual players are more comfortable with. Although this can be seen as a potential improvement, it is not intuitive, as Shift+Key adds to the majority of Fleet Keys' Control Groups, and Shift+Alt makes more sense given other bindings. Essentially, with the Ctrl+ method, you are making the adding process smoother by eliminating a keystroke, but at the cost of the hotkey flow of Fleet keys. You aren't on Alt after adding to jump directly into other commands, and you can't jump into Shift+Commands for units and rallies after adding to the group without moving your pinky up and down from Shift and Ctrl. So despite its increased efficiency in a vacuum, it does have various subtle drawbacks.
After testing, it was found to be a useful feature that some players liked and some not so much. It was decided to at least be included in the Additional Info section despite not being a feature of the default Fleet Keys layout files. If you like the idea of using Ctrl to add to the Q-R Control Groups, then feel free to go ahead and try out these bindings. You can download the tester files featuring these changes through the main download links, or here:
https://www.dropbox.com/sh/a34d7t3iq6hwpeq/xE4ZRyBxDU
If you would like to add these in manually, you certainly can. The game's UI will allow you to make the changes yourself, or you can even change these bindings in Notepad by opening up your .SC2HOTKEYS files (Right Click>Open with>Notepad) and changing the commands to what is listed under here.
For Adding to Control Groups
ControlGroupAppend0=Control+R
ControlGroupAppend7=Control+Q
ControlGroupAppend8=Control+W
ControlGroupAppend9=Control+E
For Creating Control Groups
ControlGroupAssign0=Shift+Alt+R
ControlGroupAssign7=Shift+Alt+Q
ControlGroupAssign8=Shift+Alt+W
ControlGroupAssign9=Shift+Alt+E
The first place I saw this being used was in JaKaTaK's "TheCore" layout. Players wondered how it would work in Fleet Keys so we tried it out. There were lots of mixed results, but I decided to leave it as an option because some like adding to CG's this way.
SHOUT OUTS!
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Despite being a one-man show here, it would be a crime to not mention the many community members who volunteered their time to at least answer my questions and do a lot of checking/critiquing/testing along the way. Hopefully this list will only grow, but for the time being, here you are:
Ben
Therealdoc
Kaitlin
Existor
Ninjury_J
JaKaTaK
SixtusTheFifth
Alex
Therealdoc
Kaitlin
Existor
Ninjury_J
JaKaTaK
SixtusTheFifth
Alex