If I had to suggest something, it would be to lower the ingame sounds a bit, as they kind of drown out your voice sometimes.
Mechanics Video Series - Page 2
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fencer
122 Posts
If I had to suggest something, it would be to lower the ingame sounds a bit, as they kind of drown out your voice sometimes. | ||
Birdie
New Zealand4438 Posts
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Christelle
France77 Posts
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Magreidis
Lithuania146 Posts
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fearthequeen
United States785 Posts
On February 25 2014 23:33 Magreidis wrote: Helpful videos! But don't forget to finish StarServer! I have a feeling that's not something that would just OOPS, slip his mind. teehee | ||
Birdie
New Zealand4438 Posts
On February 25 2014 23:33 Magreidis wrote: Helpful videos! But don't forget to finish StarServer! Yup of course not, these videos only take a small amount of my time. Speaking of which, I will have another one out soon, possibly this evening | ||
LRM)TechnicS
Bulgaria1565 Posts
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hp.Shell
United States2527 Posts
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Jragon
Australia1471 Posts
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DemonDayz
18 Posts
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Birdie
New Zealand4438 Posts
On March 07 2014 05:53 DemonDayz wrote: Now for Video Number 4 Very busy with university and work and soccer and so on But perhaps this Saturday ;D | ||
DemonDayz
18 Posts
On March 07 2014 12:27 Birdie wrote: Very busy with university and work and soccer and so on But perhaps this Saturday ;D No rush bro I understand the strain of varsity myself | ||
Birdie
New Zealand4438 Posts
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Reuental
United States457 Posts
On February 09 2014 01:20 vOdToasT wrote: I've started using CTRL + C a lot It centers your view on the currently selected unit or structure It's very useful. Okay after messing around with CTRL+ C trying to find how it works, after much frusteration and confusion I have figured it out I have determined that ctrl + C is AMAZING. ctrl + C might be the most amazing command after the shift + select kinda stuff. I will try my best to explain it now, I am not very good at explaining stuff so expect me to repeat stuff. I will use the following abbreviations... zX = a zergling and x is the slot in the control group its in. mX = mutalisk fX = defiler So if you select a single zergling it would be z1 and if you select another zergling it would be below it, so it will be called z2. If you box select those two units it will be random what zergling is in what slot. Here is a visual representation of the numbers each unit in the control group has. + Show Spoiler + 1-3-5-7- 9- 11 2-4-6-8-10-12 So what ctrl + C does when you have a group of 12 zerglings is center your view on z1. If z1 dies or if its deselected all the zerglings will move up 1 place. So once z1 is not in the control group z2 will become z1 and if you press ctrl + C again it will center over the former z2 which is now z1. The first example that comes to mind is when you have 1 overlord and 11 mutas in a control group and if the mutas are across the map, if you double tap the hotkey they are on it will bring your screen about 1-2 screen lengths away from where your mutas are. With ctrl + C it will center your screen over the mutalisks(over mutalisk m1), and you will no longer have to use your mouse to scroll to where they are or select them on the minimap. A small amount of thinking will lead you to many other useful things you can use ctrl + C for. But it gets better! The ctrl + C is more complicated than simply centering your view over the first unit in the control group, different units have different priorities and if there is a group of selected units with different priorities it will center your view over the unit with the highest priority and the lowest number in the group. As an example, z1 through z8 are zerglings and f9 f10 f11 f12, if you press ctrl + C it will center your screen over f9. But lets say f12 dies and you add a ultralisk to the group. If you press ctrl + C it will center your view on the ultralisk. I don't know how the unit priority is decided, but with zerg here are a list of unit priorities I have found through the testing. + Show Spoiler + Overlord has a higher priority than a zergling Hydralisk has a higher priority than a overlord Mutalisk has a higher priority than a overlord defilers have a higher priority than a zergling ultralisks have a higher priority than a defiler. | ||
Birdie
New Zealand4438 Posts
Unit priority probably comes from unit scores: http://www.staredit.net/starcraft/Unit#Kill_Score | ||
Reuental
United States457 Posts
On April 04 2014 11:08 Birdie wrote: Great info Reuntal, thanks for that Unit priority probably comes from unit scores: http://www.staredit.net/starcraft/Unit#Kill_Score Ah I see, I am 99% sure you are correct. The reason it took me a lot of time to figure out and why it got frustrating was because I decided to mess around with it in the middle of that one Muta UMS with the hero mutalisks. I knew about this for about a week before I decided to make a post about this. Before I started testing I thought ctrl + C centered your screen based on which view would give you the highest number of units, but before I made the post I wanted to figure out what happened when there were equal units across the map. It took me quite a bit of time to figure out that unit priority existed and that the hero mutas were the cause, was going to make a joke about that hero units have the highest priority, but I forgot while writing it. After I discovered unit priority I worked out the rest in a solo game very quickly. | ||
juvenal
2448 Posts
Sometimes ctrl+c and double clicking the hotkey work differently even for one unit selected + Show Spoiler + ctrl+c: double click: switch between the pics to emphasize the difference: http://i.imgur.com/YBzlMkS.png http://i.imgur.com/dDzxRX7.png probably it's all because the critter moved! (disregard the vulture's portrait, it was being attacked but the experiment was not affected). If you double click the hotkey of a dispersed selected group of units, the 'center' function will simply return the unweighted mean of their coordinates, i.e. no matter what units are in the group - they are considered the same. Compare: + Show Spoiler + A group of vultures centered http://i.imgur.com/TmWTsYi.png One vulture replaced by 'heavier' battlecruiser, same result http://i.imgur.com/IObGC8U.png I yamatoed the critter this time - I'm evil! it was not a kakaru though so it's ok. Thankfully humanity uses the 12-hours clock system, else I would've never distributed shit uniformly around the circle. I then applied a series of selections like so + Show Spoiler + eliminating 1 leftmost row of vultures each time to see how the main guy in the group (also the one you'd be centered at after ctrl+c or double clicking the hotkey) changes it's place. Amusingly it went zigzag + Show Spoiler + the eastern group of 3 vultures is missing because it demonstrated random behaviour and the 'main' vulture would change almost every time. That was really strange as up till that point my results were quite consistent (although not 100% times, but like 90% which is weird itself). With these 3 however I failed to detect any law how it works. I tried to investigate the case and made a bunch of screenshots in the process, but that's when my win7 stopped responding and I'm too lazy to repeat the stuff (I really should be writing my phd thesis now, not messing around). Anyway here's what I got without any proof: - if you box-select a group of units they will be arranged in the UI approximately as they stand on the map, that is left to right; - what follows is that the 'main' guy is almost always the westernmost one; - however if the second westernmost unit selected is close on the X axis to the first one, prepare for unforeseen consequences. If the selection box 'cuts' the first units roughly in half, then bw acts as if you selected it mistakenly and it will be placed second in the control group. If the first unit is well inside the selection box - everything works as expected; if the first unit is barely 'cut' - everything works as expected. Yeah, go figure. I think at this point it's far easier to just check the game's code. | ||
juvenal
2448 Posts
The setup was: - 1 zergling in the top left corner of Python; + Show Spoiler + - 11 lurkers all burrowed in the same spot of the bottom right corner of Python. + Show Spoiler + We select zergling together with 1, 2, 3, etc. lurkers, bind it on ctrl+1, double click 1, mark the center of the screen on the minimap by placing there another zergling. What we get: + Show Spoiler + Note that the zerglings are situated at 1/2 of the distance between the corners, 1/3, 1/4, etc. That's because http://en.wikipedia.org/wiki/Lever#Force_and_levers | ||
stansfield123
8 Posts
I also have a suggestion, for a continuation of the series: it would really help to have an authoritative source on exactly how pro gamers get specific tasks done. In other words, it would be nice to have some videos on race and situation specific mechanics, rather than just a general description of mechanics. Just because someone watches these videos you've made, with all the necessary techniques presented on a map with random units hanging out doing nothing, that doesn't mean that person will now know exactly how to use them in game. On the other hand, if you were to make a video about a specific race, in a specific game situation, and describe the technique being used in that exact situation, now that viewer will have a starting point to start practicing the technique: an in game situation in which he needs to start using it right away. It's no longer a vague notion that I should start using that technique, it's an exact job I have: from now on, do this specific task this way. And, after I start doing that, it's also easier to start recognizing other situations in which the same technique is the right tool. | ||
Birdie
New Zealand4438 Posts
On April 20 2014 18:14 stansfield123 wrote: Very helpful, thanks. I had no idea that you can select a unit or group, press shift 1, and it will add them to the group you had on one. I just did it the other way around every time (started out with the group on one, added the new additions, pressed ctrl 1). This is much faster. I also have a suggestion, for a continuation of the series: it would really help to have an authoritative source on exactly how pro gamers get specific tasks done. In other words, it would be nice to have some videos on race and situation specific mechanics, rather than just a general description of mechanics. Just because someone watches these videos you've made, with all the necessary techniques presented on a map with random units hanging out doing nothing, that doesn't mean that person will now know exactly how to use them in game. On the other hand, if you were to make a video about a specific race, in a specific game situation, and describe the technique being used in that exact situation, now that viewer will have a starting point to start practicing the technique: an in game situation in which he needs to start using it right away. It's no longer a vague notion that I should start using that technique, it's an exact job I have: from now on, do this specific task this way. And, after I start doing that, it's also easier to start recognizing other situations in which the same technique is the right tool. Hey, thanks for the comment! I wasn't sure if anyone was still interested in this but as you are, I'll see if I can continue this more. I planned on doing some race-specific videos, with a couple of guests doing the Terran and Protoss videos, so I'll try move that along. When you say specific tasks, what exactly do you mean? Would it be something like using shift-queue movement when using nydus canals, or unit separation at rally points, multitasking while muta microing? | ||
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