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On April 10 2013 03:43 TheFish7 wrote: I don't understand how Q can be bound to both command card and also to Control group 7... Do I have to press alt+Q if I want to use my command card ability?
Think of every key as being able to be used 8 different ways:
Q Alt+Q Shift+Q Ctrl+Q Alt+Shift+Q Alt+Ctrl+Q Shift+Ctrl+Q Alt+Shift+Ctrl+Q
Those are 8 completely separate bindings, however if you get heavy into this "layering" keep in mind the other functionality of the modifier keys, such as Shift acting to toggle and append commands, which can cause conflicts.
For example, if I bind an Overseer's Changling ability to 'C', and I bind Shift+C to 'Cycle Base Cams' for example, if I try to direct my Overseer and queue up a changling at a part of the route, the Shift+C bind for Cycle Base Cams will override the Changling command. So, while layering is there and is a very useful tool, there are potholes to navigate while configuring custom hotkey setups.
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@Kaitlin I ran into those exact conflicts early on, especially when trying to use Shift+ bindings. Even if you found one that worked ok within Q to V, I have a feeling by the end of LotV, there would be some new things added to the command cards that would completely throw off those bindings. I feel a little bad for having players add to Q,W,E,R by pressing Ctrl+Shift+Q,W,E,R, as people with small hands may not be able to add to R as easily as they want to, but it's either that or having CG's 7,8,9,0 on the other end of the keyboard.
Having potentially 8 different functions on each key is appealing, I just wish that the modifiers weren't so rigid. We have a great amount of options as-is, but if I could ask for one more thing, it would be direct control over the modifiers.
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Just a heads up, everyone, I am updating the download folders tonight, so the links may become dead periodically. What I am doing is removing the old original Fleet Keys files, and restructuring the download folders to host Element and Alloy for the thread overhaul as the two versions.
I will be deleting the Google Drive download link tonight, as it's just way too much trouble maintaining and updating multiple downloads. I also want to trim down the content of the thread before said overhaul, so this is just a first step in that direction.
Please note that the Master Sheets for Fleet Keys (pre-Element and and Alloy) still apply to Element, minus the fact that Warpgates and Queens are no longer bound to Alt. I don't want to spend time modifying the current Master Sheets since it's time not spent on the ones that will completely replace them in the very near-future. There are no Master Sheets for Alloy yet, as they will arrive with the new Element ones. If you look at the hotkeys in-game, you'll see that there's a very simple pattern to Alloy; it's very easy to read in the gui.
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The Q&A section received some updates, and the downloads are now in working order with fresh new links and structure. They are organized much better, and now include the latest QWERTY, AZERTY and Dvorak hotkey files! I encourage you to replace your file now with the new Element and Alloy files, as these are pretty solid and probably won't see many changes for a long while.
The campaign Dvorak and AZERTY are not yet ready, so the files up now will be updated when I get around to it (probably tomorrow). Wait for the message here and the change in the Q&A section if you want to wait for the campaign bindings. Multiplayer seems to check out fine in all files though, so enjoy!
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Just wanted to let everyone know the current status of the HotS campaign files.
Right now, I have the AZERTY HotS Protoss & Terran and Zerg complete. There were sooo many more bindings that I had previously thought! The campaign files will be uploaded as separate files for players to switch between since there are many abilities and upgrades included in the campaign that can potentially throw off the multiplayer versions if kept the same, and we would not want that! It's not a decision I was happy about making, as I want to keep the least amount of files as possible to avoid confusion. The download files structure will be organized so players will be able to find the versions they want without having to sift through many lists of files.
TL;DR: Wow. Campaign support is serious business (but it's coming along well)!
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I checked the dropbox, and downloaded it, but where are the Alloy builds? From your original post it sounds like you at least have some Alloy completed. Is it not available for download? The Alloy folders were empty.
In fact, I looked in the HotS multiplayer Element Protoss folder, and there's no SC2HOTKEYS file in there whatsoever... are you in the process of updating or something?
(checked the WoL multiplayer Element Protoss folder, nothing there either)
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On April 14 2013 14:11 adghar wrote: I checked the dropbox, and downloaded it, but where are the Alloy builds? From your original post it sounds like you at least have some Alloy completed. Is it not available for download? The Alloy folders were empty.
In fact, I looked in the HotS multiplayer Element Protoss folder, and there's no SC2HOTKEYS file in there whatsoever... are you in the process of updating or something?
(checked the WoL multiplayer Element Protoss folder, nothing there either)
I'm about to unload them all in just a few short minutes!
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All Wings of Liberty and Heart of the Swarm files are now complete (HotS files were uploaded 2 nights ago). Sorry for any inconvenience or confusion this may have caused for you WoL players! This is what you've been waiting for! Finally...The files are complete. Now to start on the new thread images!
The new files I added today are:
Wings of Liberty Multiplayer Files:
ALLOY + Show Spoiler +QWERTY- WoL_Multiplayer_FK_Alloy_QWERTY_PROTOSS_TERRAN
- WoL_Multiplayer_FK_Alloy_QWERTY_ZERG
AZERTY- WoL_Multiplayer_FK_Alloy_AZERTY_PROTOSS_TERRAN
- WoL_Multiplayer_FK_Alloy_AZERTY_ZERG
DVORAK- WoL_Multiplayer_FK_Alloy_DVORAK_PROTOSS_TERRAN
- WoL_Multiplayer_FK_Alloy_DVORAK_ZERG
ELEMENT + Show Spoiler +QWERTY- WoL_FK_Element_QWERTY_PROTOSS_TERRAN
- WoL_FK_Element_QWERTY_ZERG
AZERTY- WoL_FK_Element_AZERTY_PROTOSS_TERRAN
- WoL_FK_Element_AZERTY_ZERG
DVORAK- WoL_FK_Element_DVORAK_PROTOSS_TERRAN
- WoL_FK_Element_DVORAK_ZERG
Wings of Liberty Campaign Files:
ALLOY + Show Spoiler +QWERTY- WoL_Campaign_FK_Alloy_QWERTY_PROTOSS_TERRAN
- WoL_Campaign_FK_Alloy_QWERTY_ZERG
AZERTY- WoL_Campaign_FK_Alloy_AZERTY_PROTOSS_TERRAN
- WoL_Campaign_FK_Alloy_AZERTY_ZERG
DVORAK- WoL_Campaign_FK_Alloy_DVORAK_PROTOSS_TERRAN
- WoL_Campaign_FK_Alloy_DVORAK_ZERG
ELEMENT + Show Spoiler +QWERTY- WoL_FK_Element_QWERTY_PROTOSS_TERRAN
- WoL_FK_Element_QWERTY_ZERG
AZERTY- WoL_FK_Element_AZERTY_PROTOSS_TERRAN
- WoL_FK_Element_AZERTY_ZERG
DVORAK- WoL_FK_Element_DVORAK_PROTOSS_TERRAN
- WoL_FK_Element_DVORAK_ZERG
Yes, the Element files are duplicates. They don't change as Element is Grid-based. I just placed the duplicate Element files in their proper folders so people can access them from wherever. I labeled them according to each expansion for organizational purposes, there haven't been modifications between Element files.
Gonna take a break for the night... Haha... Enjoy, everyone!
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Hey! Just wanted to let everyone know the progress of the big overhaul. I know I haven't been updating much since I uploaded all of the SC2HOTKEY files for each expansion, game mode, and keyboard type. Those were important to finish first, and took much less time to make than what I'm currently working on now.
So Far Right now, I have the new thread headers complete, and the planning for the new thread structure is complete as well (there will be much less text to read in the re-design, yay!). My plan right now, is to cut down and condense the sections into 4 sections at the very most, add some polls (most likely creating a new section for them), and drastically reducing/summarizing the content that the thread currently features. Some day down the road I'll get around to doing some videos, but as for the immediate future, I will stick to images and text. It's ok, they're all somewhat pretty and easy to look at; I wouldn't have it any other way.
If anyone is wondering about Master Sheets, be aware that I will be creating new ones and when uploaded, I'll be pulling down the old ones as they will (and do now) contain some inaccuracies. I will keep the old ones on my imgur account in case someone needs the old ones. I may keep the format of them to be thread-friendly (vertically oriented), but making "proper-sized" 1920x1080 sets of Master Sheets is my main priority at the moment.
Any Suggestions? If there is anything else that you may think this thread can benefit from that I didn't already talk about, please don't hesitate in making suggestions. The first draft of this thread was pretty good for my first time around, but I would like to settle on a more permanent design this time. Fleet Keys Alloy and Element are now much more stable and developed and I would like the thread to reflect that with the best content I can produce.
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I've put the file into a hotkeys folder, and when I go into the game I see them there. When I click on the profile it shows all the keys as being unbound.. am I doing something wrong?
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I admire your effort, and I wish I could analyze this deeper, but I'm so ingrained into TheCore that I can't give a decent review without comparing to TheCore about 500 times.
Although I do have one question: What is your opinion of this layout compared to DarkGrid, in all seriousness? Pros? Cons? I'm comparing to DarkGrid because I see you like to distance yourself from Chameleon and TheCore.
I am particularly interested in your control group setup. On DarkGrid the macro control groups are mostly on the side mouse buttons and all of the other control groups are also incredibly accessible. Did you improve on this at all, and if so, how? If you feel that you did not, was it a necessary evil to make room for other keys?
Sorry for all the questions; the Q&A doesn't discuss these types of things.
And also, I love your "Master Sheet" images. Aesthetically pleasing and up-to-date unlike TheCore's.
+ Show Spoiler +Dammit, I compared it to TheCore, didn't I?
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On April 30 2013 10:39 Shane wrote: I've put the file into a hotkeys folder, and when I go into the game I see them there. When I click on the profile it shows all the keys as being unbound.. am I doing something wrong?
What file did you attempt to use? There should be a few global bindings that are unbound, such as Achievements Menu, but having the entire layout unbound doesn't sound right. I'm not entirely sure as to what you mean by they are "all" unbound, but I hope it's not "all". Yeah, send it to eneyeseekay999@gmail.com and I'll take a look at it . Before doing that, make sure you are using the right file. There may be unbound keys here and there if you are trying to use a Zerg layout when playing as Protoss or Terran.
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On April 30 2013 11:07 Antylamon wrote:I admire your effort, and I wish I could analyze this deeper, but I'm so ingrained into TheCore that I can't give a decent review without comparing to TheCore about 500 times. Although I do have one question: What is your opinion of this layout compared to DarkGrid, in all seriousness? Pros? Cons? I'm comparing to DarkGrid because I see you like to distance yourself from Chameleon and TheCore. I am particularly interested in your control group setup. On DarkGrid the macro control groups are mostly on the side mouse buttons and all of the other control groups are also incredibly accessible. Did you improve on this at all, and if so, how? If you feel that you did not, was it a necessary evil to make room for other keys? Sorry for all the questions; the Q&A doesn't discuss these types of things. And also, I love your "Master Sheet" images. Aesthetically pleasing and up-to-date unlike TheCore's. + Show Spoiler +Dammit, I compared it to TheCore, didn't I?
Hey thanks for kind words regarding the effort and aesthetics, I really appreciate it.
I've been asked about TheCore and DarkGrid a lot actually, so don't beat yourself up about it, haha. I'd be happy to answer your questions. I wrote a short novel for you btw. Ok, so DarkGrid. I think DarkGrid was an important step in custom hotkeys. It was (as far as I know) the first layout to throw out any semblance of familiarity for players, in exchange for efficiency. The arrangement of its keys reflected a lot of thought. I wasn't keen on the suggestive bindings being based heavily around specific units, but I understand the approach. I feel that unless you are going to be aiming to compete at a professional level for a living, then it wouldn't be the layout I would personally use. I could say the same about TheCore, but that's a whole other beast (a much more developed one). I guess this applies to both layouts mentioned here, but I'm waiting to see someone win a major tournament with one of them. I want to see that edge a player gains from a heavily customized layout--anything but standard! I feel that will be the next big step in custom hotkey layouts, and I am patiently waiting to see that day come. We're still waiting, but TheCore and DarkGrid are developed and recognized, so eventually something's going to give. Fleet Keys is far too new for that kind of thing, and it's not really known, so right now I'm looking to the users of DarkGrid and TheCore to really pull it through.
I'll be the first one to say it; basing a layout around mouse buttons isn't the best choice, but sure, they can be useful. I like the idea of keeping the mouse buttons optional. It removes a lot of the questions of: "Well my mouse doesn't have buttons what now?", and "My mouse has way more than two buttons, omg what do I do now?". I like being able to say: "Yeah, use them if you want if you think they'll help! If you don't have them, then that's ok too." I have a love/hate relationship with mouse buttons. I don't completely discourage using them, but I don't really promote the use of them (sorry if that answer was a bit grey). My short answer is: "They're awwwright I suppose."
I didn't approach the design of Fleet Keys the same way that DarkGrid/TheCore did. Fleet keys was originally just something I made for myself, I wanted access to all CGS and cameras, and a way to cut out Z, as it was awkward and I was using an unmodified Grid. So I laid them out the bindings in a comfortable fashion, found the solution to Z, and I suddenly I had an "optimized" Grid layout. I can't stress how different it is from a design point of view, its hard to really compare Fleet Keys to DarkGrid/TheCore, because they only share a few key concepts, and loosely at that. I'm sure people would be shocked if I said that with the new Alloy version I'm about to release, you can perform Layered Injects as easy or easier than DarkGrid(can't say TheCore as I really don't know the exact layout of its method). You even get 8 cameras instead of 6, and the cameras are rolled through with your ring/middle/index fingers.... smooth! I even optimized the Backspace Inject method to the point where you don't need to click on Hatcheries, and the arrangement of the Backspace method keys are the same as the Layered ones so players now have a choice as to what method they want. Another subtle but potentially powerful feature I managed to implement was a rapid fire command that lets you issue any ability or spell at the speed of your keyboard's repeat rate. No clicking required, no moving you hand out of reach, no mouse buttons or modifiers required. Sounds ridiculous, doesn't it? I'm not kidding though, it works, and doesn't get in the way of any other bindings either. You can spam Infested Terrans, Creep Tumors, Corruption, Feedback, Snipes, all of the Build Basic/Advanced commands, anything, and it works for all races. Not sure how useful it will be, but *shrug*...I think it's a cool feature I've never seen before. The "Smart Key" is another great addition. It's a key that you can customize to perform any command you want, one binding per Command Card. It's also the hardest key to miss (Space Bar), and yes, you can Chrono and MULE with it. Picture one useful command per unit/structure in the game, and you can (and do) have it under your thumb. Stim? Blink? Forcefield? Psi Storm? It's all under your thumb. It applies to everything.
About those CG's you asked about. They are awesome in some ways, and not so awesome in another. Alt+Q/W/E/R works like a dream for Zerg and Protoss, but for Terran, this is probably their number 1 deterrent. Essentially, this Alt+Q/W/E/R business lets you watch/monitor your production at speeds I've never seen before. Queuing up units can a pain though, because of the CG's being tucked under Q/W/E/R. As you go into the lategame, this gets much better, and becomes an asset, because you are always able to be aware of the state of your massive production engine. So it has its advantages and disadvantages. Keeping the CG's horizontally oriented was important because of finger movement and rolling. You can roll your fingers across any row, it feels pretty good, it's easy to learn, and you can even build workers and Chrono/MULE by rolling your fingers if you don't like using the Smart Key. You can build workers this was as well with Tab>Q. There are a lot of nice interactions wherever you look, and it still manages to look fairly basic.
I think I wrote enough here, haha.. These types of messages are good for reference and thought, so it isn't a complete waste of time. Thanks a lot for being polite btw. If you have any more questions, I'll answer em. Till next time!
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On April 30 2013 19:13 eneyeseekay wrote: Another subtle but potentially powerful feature I managed to implement was a rapid fire command that lets you issue any ability or spell at the speed of your keyboard's repeat rate. No clicking required, no moving you hand out of reach, no mouse buttons or modifiers required. Sounds ridiculous, doesn't it? I'm not kidding though, it works, and doesn't get in the way of any other bindings either. You can spam Infested Terrans, Creep Tumors, Corruption, Feedback, Snipes, all of the Build Basic/Advanced commands, anything, and it works for all races. Not sure how useful it will be, but *shrug*...I think it's a cool feature I've never seen before.
I started a discussion on TheCore thread about this, and:
On May 01 2013 06:29 Borskey wrote:Show nested quote +On May 01 2013 06:24 JaKaTaK wrote:This is kind of blowing my mind right now. Kind of afraid to try it I feel like as soon as blizzard realizes what they've done they'll patch it. I'm pretty sure your APM spikes SUPER high when you use it, just like with the scroll-wheel trick. It would absolutely look like cheating on any replay.
I don't think this would end very well. :/
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Hahah, yes... But perhaps if Blizzard takes a took at that "exploit", they'll make other small changes, hopefully one that lets us move around modifier keys; the number one woe of hotkey tinkerers. It's been an issue for a long time, and right now, you need to use a registry hack to change them around in Windows (illegal in a tournament setting). I understand the mouse wheel thing, but it took some careful thought when I implemented this. It requires actual keystrokes, and is 100% not dependent on nonstandard hardware so you can use it as long a you have a keyboard and convenient bindings. Doesn't Snipe have a cooldown now anyway, and that was to big issue with it? Transfuse also has a cooldown as well, so it can't have a similar effect in that it keeps big targets alive rather than killing them like Snipe used to.
I brought that idea to NinjuryJ a couple weeks ago (he's a developer of TheCore), and at that point it seemed out of reach or just did not appear to work. But after a good amount of testing, I'm happy to say it's in there and works great! It requires one extra keystroke (removes the need to click though), and there's a short delay because of your keyboard repeat delay, so perhaps it's not as scary as it sounds.
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That's the thing. I set my keyboard delay as low as possible so I can fill up my production as fast as possible. Even default is very risky, though.
This is how much it types in about one second: hhhhhhhhhhhhhhhhhhhhhhhhhhh And at default: hhhhhhhhhhhhhh
That's 27 at my speed and 14 at default. 1620 APM and 840 APM, respectively. I'm not even taking into account the delay for the keyboard to start repeating. If I slow it down to something reasonable (I think about 450 APM would be the max justifiable), then I can't spam anything without unnecessarily tiring out my fingers.
I really just don't want you to get anybody banned. Please put up a big warning next to the download if you go through with this.
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On May 01 2013 09:06 Antylamon wrote: I really just don't want you to get anybody banned. Please put up a big warning next to the download if you go through with this.
This is no different than keeping a key depressed when spamming drones for example. Surely you don't think that Blizzard will actually ban someone for keeping their finger on a key. At worst, this is an unintended side effect to Blizzard's hotkey customisation in which case it will just be patched and you won't get to use it anymore.
It can be beneficial to certain spells to use this, but I can hardly see it as game braking as you still need to target most spells.
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Details regarding the new change to be added to all versions of Fleet keys for the big overhaul.
Rapidfire Feature I did extensive testing last night with this feature and here's what I've determined, summed up by race, in a unit-by-unit list:[list]
PROTOSS + Show Spoiler +- 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 + Show Spoiler +- 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 + Show Spoiler +- 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- Snipe can be used in a similar but much more limited way as pre-nerf Snipe did. The potential to spam it still exists, but... It's not similar enough to pre-nerf Snipe to create issues.
- 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.
- Enhances the speed of Creep Spreading by a considerable amount if you have 5 or more tumors on the go. Also is a great way to dump your Creep Queen's energy if she has a lot banked, as rapidly queuing Creep Tumors can be done much quicker.
- Lets you sacrifice accuracy and precision with many spells for a casting rate increase. Works like a trap in some ways, it works nicely in others. It depends on who is using the spells, and is kept mostly in check by the spell's balanced features like non-stacking and cooldown rules.
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