Re: Unit/Building Groupings!
well ive been using toss only recently so i can only comment on the toss, here is what i have been using recently
1. All my nexus' (easy chronus use)
2. All my unit production buildings
3. Upgrade buildings/ Observers
4. one of my probes that i pretty much designated my worker bee. basically rather than having to move the mouse to a random probe whenever i want to build something, i press 4 and have my special probe selected right away, than use hotkeys to pick build, pick a building etc, pick where it is, if i want more than one i will shift que, than shift que him back to the mineral line so that when he builds can go back to mine, hence saving my need to check up on him. i find this speeds up my gameplay a bit
5. Zealots + stalkers (since i usually have them together until i go archons if the match goes that far)
6. air units (i leave them by themselves since i usually focus all air by itself in different areas)
6. High Templar + other casting units + whatever is left without an ability
in late game i would switch around my hotkey for high temps to match them with zealots to have high temps + zealots since usually later on i'de switch to archons, and switch the stalker + zealot hot key to collossi + stalker
Re: Unit/Building Groupings!
This is something of a holdover from the SC1 days, but I almost never group units in control groups.
For the Zerg, 2 is my main Hatchery. 3 is my natural. 4 is whatever else comes along. 1 is for all Hatcheries, when I want to pump units and don't care where they come from. 5 and 6 are for the main and natural Queens, respectively.
Owing to my split-keyboard, 7-0 go unused.
Re: Unit/Building Groupings!
I think the key to playing Zerg in SC2 is having a hotkey to your queen, or at least being able to navigate very quickly to screen your queen is at.
This is something that can't be done when you hotkey all of your hatcheries to the same number.
I usually assign my main hatch to 5 and my queen to 4 (armies to 1, 2, 3).
Then the hatches from my main will be added to 5, but all the hatches from each of my expansions will be numbered to 6, 7, 8, 9. When I reach the midgame I have a queen for every two hatcheries, so I double-tap 6, 7, 8, 9 and select the queen manually.
I use 4 for my first queen because her usage will be really essential to get out of the early game, and she might be needed for defensive purposes. She's also the only one that I would use to make a creep tumor between my main and natural.
I use 0 for my Nydus network to make quick worms all around the map...
When I start needing four hotkeys for my army, that means I'm no longer in the early game, so I don't need my first queen to be hotkeyed anymore => I use 4.
Re: Unit/Building Groupings!
try grouping the queen in he same group as hacheries, if that works, try using spawn larva only using the unit-group symbols. if that works, you can spawn larva without looking back at the base, if you would be bissy harassing or attacking or sth, but still wanted to prepare for massive unit production.
Re: Unit/Building Groupings!
Thats a pretty good idea if your on 2 hatchery's or so since the queen will be close to all the hatchery's ..
Re: Unit/Building Groupings!
but can she be grouped with buildings?
and on a related note: can spawn larva as an order, be cued? try it! it should work,
Re: Unit/Building Groupings!
Yes it dose work haha im so going to start doing that!
Update -
4 - All hatches *without queen*
5 - All hatches that are close enough to a queen for spawn larva
Re: Unit/Building Groupings!
... and queen in 5 aswell right?
... so you can do that then., as you should, becasue interface-wise that makes sense, so to speak. but that the ability is laregely reducable to this, what does that say about the mechanic?
Re: Unit/Building Groupings!
WTF? The macro mechanics are full of fail, LOL!!! :p
Re: Unit/Building Groupings!
Well to fix that, all they need is to allow Multiple Spawn Larvas on a Single Hatchery simultaneously (bump the cost and time up to 50 to compensate)
Re: Unit/Building Groupings!
what does that fix? you will still be able to spawn the larva without looking at the base.
what they should do is make spawn larva less of a no brainer.. the queen needs some energy tention on it beyond defensive uses
Re: Unit/Building Groupings!
As Zerg,
1. "Left wing" Assault
2. "Right wing" Assault (flanker)
3. Tertiary Assault / Base Defense (army surplus)
4. Ground Scouts (army surplus)
5. All Hatcheries
6. Latest Expansion
7. All Queens
8. All Tech Facilities
9. Air Scout / Overseer
0. Nydus Worm / Air Transport Group
I place Queens always in the upper-right "spike" of every Hatchery, so I always know where those suckers are.
Re: Unit/Building Groupings!
I'm confused. What is it you're doing that allows you to spawn larva without going to your base? How do you get around the targeting requirement?
Re: Unit/Building Groupings!
Quote:
I'm confused. What is it you're doing that allows you to spawn larva without going to your base? How do you get around the targeting requirement?
Multi-select your Queen AND your hatchery. Then tab to your Queen, hit R and click the Hatchery icon in the bottom.
It's... not really that much of a time saver...
Re: Unit/Building Groupings!
Its a giant time saver you can just shift click your queens to all your hatchery's and they run to the closest hatch and spawn larva. This could be done while in combat and doesn't require you to look at multiple bases.
This is no different than the protoss one though since you can easily do the same thing.
Also Queen is a higher ranking unit than the hatchery's i think ( not sure what lair would do though) so shes the first one that comes up so no need to tab to cast the spell.