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author | Sean Whitton <spwhitton@spwhitton.name> | 2015-11-18 10:09:12 -0700 |
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committer | Sean Whitton <spwhitton@spwhitton.name> | 2015-11-18 10:09:12 -0700 |
commit | deb4807989d127e40e44c1192477c40e30f88180 (patch) | |
tree | 41e557cc82e01b0e76de8d4f548105023af8dfee /blog/entry/gridhotkeys.mdwn | |
parent | 675d02fc2c3d2bfb53a81db6d2c55f0dfbbd79ed (diff) | |
download | wiki-deb4807989d127e40e44c1192477c40e30f88180.tar.gz |
imported PyBlosxom entries and comments
Diffstat (limited to 'blog/entry/gridhotkeys.mdwn')
-rw-r--r-- | blog/entry/gridhotkeys.mdwn | 87 |
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diff --git a/blog/entry/gridhotkeys.mdwn b/blog/entry/gridhotkeys.mdwn new file mode 100644 index 0000000..6c9b59f --- /dev/null +++ b/blog/entry/gridhotkeys.mdwn @@ -0,0 +1,87 @@ +[[!meta date="2011-09-04 19:13:00"]] +[[!meta title="Grid hotkeys"]] +[[!tag imported_PyBlosxom fiction vidya starcraft]] + +Today has been a day off (end of week) so I've spent it alternating +between reading and playing StarCraft II, primarily experimenting with +grid hotkeys. Mechanics is really interesting to me as an Emacs user who +finds keystroke efficiency an interesting topic, but most are entirely +irrelevant to me as a wood league player. One thing though is hotkeys, +where it makes sense to customise things now while I'm still learning +before I find it impossible to change later on. So I thought I'd try out +the major alternative to the standard hotkeys, the grid hotkey setup. +This means that your command card of buttons that cause a building or +unit to do things is mapped spatially to the keyboard: the card is a 5×3 +grid, and so the 5×3 grid of buttons qwert,asdfg,zxcvb on the keyboard +are mapped to the three rows---for example the second button on the top +row is mapped to w. The standard setup uses mainly first letters, so z +builds a Zealot, but there are exceptions where there are collisions or +the first letters are too far to the right on the keyboard; an observer +is built with a b. + +This approach attracted me because it keeps hotkeys tightly on the left +of the keyboard. I rebound the control groups 6--9 down the side of the +grid, along the keys y, h and n, to create a square I thought I could +easily touch-type my way through. The other motivation for trying this +out is that it is race-neutral which appeals to me because I don't want +to be tied to one race forever just because it is a way to win lots; I'd +like to eventually play random. + +Turns out grid hotkeys don't work for me. I think this is because I +learnt the standard hotkeys (those that I know...) in terms of letters and +words not spatially; I don't think about the command card at all and +have to search it for an icon when I need to click one---I know the +hotkeys better than the card. When I want a probe, pylon or sentry, I +think 'e is for utility/support' and build it like that. So grid is nice +but not appropriate for the way my brain processes this sort of thing. + +What I have learnt from this experiment is some useful moving around of +hotkeys. I've been convinced at last that using the warp gate hotkey is +a good idea; gates are automatically 'added' to it, you can't +accidentally switch the camera to over your gates (pointless), and it +doesn't use up one of the precious in-easy-finger-reach hotkeys +available. Fine, but the problem I have with the default, w, is that +it's not easy to include it in a sequence of taps from four or five +through your production structures, so I've moved warp in to the +spacebar: this way it can be included as my thumb can hit it at the end +of a tap. Also it's easy to reach if all is going to pot and I need to +warp in really quickly. + +I intend to move things like observers and immortals around, away from +the far right of the keyboard, too. There should be enough spare +letters. + +I'm also trying to habitutate starting buildings hotkeys from five up +rather than from four because that gives you a few extra precious low +number hotkeys for splitting your army. + +Finally I've come across the excellent base cycle hotkey, which cycles +your camera between bases without selecting anything. This is great for +shift-queuing probes back to the mineral line, and also much better than +minimap clicking when, say, moving to your expansion to do a warp in. +I've bound this to Shift-Spacebar. This is because so often I'll be +using it to queue back probes, so I can just hold shift, then +space-click and it's done. + +While I was researching this stuff (reddit), and pasting links to a chat +window with [Ben](http://mooseguy.com/) who got me into SC2, Ben gave me +the impression that he thinks I'm wasting my time with this and should +get better at winning games at my level, *i.e.* making stuff and being +aggressive with it, because that's fun. Let me be clear---trying to +actually practice these mechanics is really boring and mildly stressful; +I don't enjoy having to try so hard. But I really enjoy thinking these +things through and considering alternatives and reading what other +people have to say; this, I think, is a sign of me being in for the long +haul with this and being quite willing to take my time to walk before I +can run, so that I can start winning *well* at some point in the future +once my macro and mechanics are at a decent stage. + +I find this attitude mirrored in watching Day\[9\]'s Newbie Tuesday +series, where he tries to help people below the Diamond League. His +attitude is entirely unforgiving about this basic stuff. He always talks +about how easy it is to start winning instead, but of course that is +only a temporary kind of winning, not actually playing well. I want to +play well, so this stuff is sorted so I can do some strategy and micro +and be epic! I seem to be sufficiently interested in this game that +that's okay. I tend to agree with him and find it fun to hammer out +these things, so that's what I've do. |