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[quote](newbies) should be encouraged to work with their own hotkeys and widgets anyway, since Target (which places a priority attack order on a unit in range) and Rearm (the command that sends aircraft back to the pad for repairs) aren't hotkeyed by default (I set them to Ctrl + T and Q respectively).[/quote]
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1 |
[quote](newbies) should be encouraged to work with their own hotkeys and widgets anyway, since Target (which places a priority attack order on a unit in range) and Rearm (the command that sends aircraft back to the pad for repairs) aren't hotkeyed by default (I set them to Ctrl + T and Q respectively).[/quote]
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No. Tinkering with stuff is for power users. People are supposed to play the game, not sit in the settings menu. The defaults should be good, and in this case they are:
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No. Tinkering with stuff is for power users. People are supposed to play the game, not sit in the settings menu. The defaults should be good, and in this case they are:
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3 |
* Attack commands are converted to Target commands if you Move away, so for focus fire people can use the method they're familiar with. The hotkeyed version is useful for hardcore Kodachi micro and not much else - for newbies it's mostly clutter.
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3 |
* Attack commands are converted to Target commands if you Move away, so for focus fire people can use the method they're familiar with. The hotkeyed version is useful for hardcore Kodachi micro and not much else - for newbies it's mostly clutter.
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* Rearm is a terrible thing to hotkey. Planes without ammo get the command automatically and planes with ammo don't need it.
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* Rearm is a terrible thing to hotkey. Planes without ammo get the command automatically and planes with ammo don't need it.
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5 |
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6 |
[quote]autoskirm
etc
is
super
important
and
warrants
a
custom
name[/quote]
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6 |
[quote]autoskirm
etc
on
Fight
is
super
important
and
warrants
a
custom
name[/quote]
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7 |
No. The command should reflect usage and intent. The command is there so you can make stuff go and break things. This is the "attack-move" abstraction which RTS people are familiar with.
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No. The command should reflect usage and intent. The command is there so you can make stuff go and break things. This is the "attack-move" abstraction which RTS people are familiar with.
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8 |
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9 |
The ZK implementation also makes raiders jink but it is not at all different to Starcraft Medics doing healing in their implementation: both things are just something that increases effective health (dodging damage vs healing) by removing UI strain (because Heal is actually a spell you'd else have to cast manually, the same way you'd need to micro Glaive dodging manually).
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9 |
The ZK implementation also makes raiders jink but it is not at all different to Starcraft Medics doing healing in their implementation: both things are just something that increases effective health (dodging damage vs healing) by removing UI strain (because Heal is actually a spell you'd else have to cast manually, the same way you'd need to micro Glaive dodging manually).
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11 |
The ZK implementation also makes skirms skirm but that is not at all different to Warcraft Shamans casting Bloodlust in their implementation: both are just things that increase damage output (skirms' by not being dead and keeping shooting, bloodlust by raw stat bonus) by removing UI strain (because else you'd need to cast Bloodlust manually, the same way you'd need to skirm manually).
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11 |
The ZK implementation also makes skirms skirm but that is not at all different to Warcraft Shamans casting Bloodlust in their implementation: both are just things that increase damage output (skirms' by not being dead and keeping shooting, bloodlust by raw stat bonus) by removing UI strain (because else you'd need to cast Bloodlust manually, the same way you'd need to skirm manually).
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