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https://youtu.be/hmHAf9J2i24
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https://youtu.be/hmHAf9J2i24
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[img]https://i.imgur.com/CKQbseq.png[/img]
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[img]https://i.imgur.com/CKQbseq.png[/img]
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A lot of progress again. I think Hot Select is ready for people to try out and give me feedback on any problems or changes.
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A lot of progress again. I think Hot Select is ready for people to try out and give me feedback on any problems or changes.
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I've finished the Hot Select groupings and they are incredibly powerful. Mousing over the Hot Select buttons pops up a description with the units they contain.
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I've finished the Hot Select groupings and they are incredibly powerful. Mousing over the Hot Select buttons pops up a description with the units they contain.
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There's been a lot of consideration put into how the control scheme feels and how this feeling contributes to the identity of each factory playstyle. I'll try to offer an explanation for whenever I've strayed from the default grid layout.
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There's been a lot of consideration put into how the control scheme feels and how this feeling contributes to the identity of each factory playstyle. I'll try to offer an explanation for whenever I've strayed from the default grid layout.
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The priorities are:
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The priorities are:
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1. A good game feel that brings out the identity of the factory you're playing while reducing the distance from strategic idea to execution. Picking a new factory should be somewhat like picking a new champion in a MOBA. You already know the controls, you're just learning how this factory expresses itself in the game.
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1. A good game feel that brings out the identity of the factory you're playing while reducing the distance from strategic idea to execution. Picking a new factory should be somewhat like picking a new champion in a MOBA. You already know the controls, you're just learning how this factory expresses itself in the game.
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2. Every unit in a factory gets an individual key (don't group Blitz and Kodachi both onto W)
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2. Every unit in a factory gets an individual key (don't group Blitz and Kodachi both onto W)
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3. No anti-synergies on the same key across factories (don't put Lobster with Lance, don't put Pyro with Flea. Some exceptions are made for the Signature, Utility, and Unqiue groups)
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3. No anti-synergies on the same key across factories (don't put Lobster with Lance, don't put Pyro with Flea. Some exceptions are made for the Signature, Utility, and Unqiue groups)
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[i][b]Ground Mobile Heavy/Alt. Raider (Q)
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[i][b]Ground Mobile Heavy/Alt. Raider (Q)
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* Venom Archer Bolas Blitz[/b][/i]
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* Venom Archer Bolas Blitz[/b][/i]
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Avoided making a global selection for constructors as I realized this is a trap option that would make it too easy to accidentally cancel all of your build queues. There is already plenty of hotkey support for constructors. Hot Select is focused on combat manuevering. This opened up (Q) on the grid to be used for the alternative raiders. This feels good because it's situated next to the primary Raider key (W) and the theme of the (Q) key is that these raiders have special shots that stun, slow, or go through water.
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Avoided making a global selection for constructors as I realized this is a trap option that would make it too easy to accidentally cancel all of your build queues. There is already plenty of hotkey support for constructors. Hot Select is focused on combat manuevering. This opened up (Q) on the grid to be used for the alternative raiders. This feels good because it's situated next to the primary Raider key (W) and the theme of the (Q) key is that these raiders have special shots that stun, slow, or go through water.
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[i][b]Ground Mobile Raider (W)
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[i][b]Ground Mobile Raider (W)
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* Duck Kodachi Pyro Dagger Scorcher Bandit Glaive[/b][/i]
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* Duck Kodachi Pyro Dagger Scorcher Bandit Glaive[/b][/i]
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The Dagger and Kodachi are technically a scout but function as the primary raider for that factory.
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The Dagger and Kodachi are technically a scout but function as the primary raider for that factory.
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[i][b]Ground Mobile Skirmisher (E)
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[i][b]Ground Mobile Skirmisher (E)
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* Fencer Buoy Moderator Recluse Scalpel Rogue Ronin[/b][/i]
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* Fencer Buoy Moderator Recluse Scalpel Rogue Ronin[/b][/i]
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Straightforward. The fencer must stop to shoot unlike the others, but that's part of the identity of the Rover Factory.
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Straightforward. The fencer must stop to shoot unlike the others, but that's part of the identity of the Rover Factory.
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[i][b]Ground Mobile Riot (R)
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[i][b]Ground Mobile Riot (R)
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* Placeholder Scallop Ogre Redback Mace Ripper Outlaw Reaver[/b][/i]
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* Placeholder Scallop Ogre Redback Mace Ripper Outlaw Reaver[/b][/i]
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The Placeholder doesn't do damage but still makes the most sense in this category.
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The Placeholder doesn't do damage but still makes the most sense in this category.
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[i][b]Ground Mobile Assault (T)
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[i][b]Ground Mobile Assault (T)
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* Minotaur Jack Hermit Halberd Ravager Thug Knight[/b][/i]
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* Minotaur Jack Hermit Halberd Ravager Thug Knight[/b][/i]
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The Jack is a melee unit that is often split off for wacky base raids but it still makes sense in the Assault category because it's a front-liner and flavors the jumpbot factory.
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The Jack is a melee unit that is often split off for wacky base raids but it still makes sense in the Assault category because it's a front-liner and flavors the jumpbot factory.
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[i][b]Ground Mobile Artillery (Y)
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[i][b]Ground Mobile Artillery (Y)
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* Bulkhead Lance Emissary Firewalker Badger Racketeer Sling[/b][/i]
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* Bulkhead Lance Emissary Firewalker Badger Racketeer Sling[/b][/i]
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Removed Lobster for Bulkhead as the bulkhead functions as the amphbot artillery, outranging most static defense. The lance is a Signature unit but makes the most sense as an artillery, and that's how it's grouped on the factory grid. I moved artillery onto the (A) key purely for ergonomics. Reaching my hand over to the (Y) wasn't comfortable and I like the Mnemonic of (A) for (A)rtillery.
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Removed Lobster for Bulkhead as the bulkhead functions as the amphbot artillery, outranging most static defense. The lance is a Signature unit but makes the most sense as an artillery, and that's how it's grouped on the factory grid. I moved artillery onto the (A) key purely for ergonomics. Reaching my hand over to the (Y) wasn't comfortable and I like the Mnemonic of (A) for (A)rtillery.
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[i][b]Ground Mobile Scout (S)
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[i][b]Ground Mobile Scout (S)
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* Puppy Flea Dart Dirtbag[/b][/i]
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* Puppy Flea Dart Dirtbag[/b][/i]
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Had to leave the Flea in the scout category as it is the quintessential scout and this avoids all of the negative synergy problems of putting the Flea somewhere else.
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Had to leave the Flea in the scout category as it is the quintessential scout and this avoids all of the negative synergy problems of putting the Flea somewhere else.
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[i][b]Ground Mobile Anti-Air (D)
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[i][b]Ground Mobile Anti-Air (D)
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* Angler Ettin Toad Tarantula Flail Crasher Gremlin Vandal[/b][/i]
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* Angler Ettin Toad Tarantula Flail Crasher Gremlin Vandal[/b][/i]
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Straightforward.
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Straightforward.
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[i][b]Ground Factory Signature Units (F)
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[i][b]Ground Factory Signature Units (F)
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* Grizzly Cyclops Jugglenaut Crab Impaler Felon Phantom[/b][/i]
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* Grizzly Cyclops Jugglenaut Crab Impaler Felon Phantom[/b][/i]
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Contributes to factory identity to have these all grouped together. Using the Signature Unit of a factory is like using a MOBA Ultimate ability, it's specific to that Champion/Factory and must be paid attention to. Will becomes less useful in games where multiple different factories are made.
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Contributes to factory identity to have these all grouped together. Using the Signature Unit of a factory is like using a MOBA Ultimate ability, it's specific to that Champion/Factory and must be paid attention to. Will becomes less useful in games where multiple different factories are made.
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[i][b]Ground Mobile Bomb (G)
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[i][b]Ground Mobile Bomb (G)
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* Limpet Skuttle Snitch Imp[/b][/i]
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* Limpet Skuttle Snitch Imp[/b][/i]
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Feels really good to make these bombs and not have to dedicate any mental energy to a hotkey or autogroup, which I think is a big contributor to people not using bombs as much. It's simply always available on (G) now.
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Feels really good to make these bombs and not have to dedicate any mental energy to a hotkey or autogroup, which I think is a big contributor to people not using bombs as much. It's simply always available on (G) now.
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[i][b]Ground Mobile Utility (H)
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[i][b]Ground Mobile Utility (H)
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* Djinn Aspis Iris[/b][/i]
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* Djinn Aspis Iris[/b][/i]
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Non-offensive units.
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Non-offensive units.
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[i][b]Ground Mobile Unique (Z)
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[i][b]Ground Mobile Unique (Z)
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* Claymore Lobster Tremor Dominatrix Scythe Widow[/b][/i]
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* Claymore Lobster Tremor Dominatrix Scythe Widow[/b][/i]
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All of the units that don't fit any other paradigm or have too much negeative synergy to be paired with anything else. These should ideally have their own individual hotkey or autogroup that you can set, but I wanted to make sure every unit was selectable and there's an identity in this grouping for it's uniqueness.
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All of the units that don't fit any other paradigm or have too much negeative synergy to be paired with anything else. These should ideally have their own individual hotkey or autogroup that you can set, but I wanted to make sure every unit was selectable and there's an identity in this grouping for it's uniqueness.
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[i][b]All Offensive Striders (X)
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[i][b]All Offensive Striders (X)
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* Ultimatum Scorpion Dante Merlin Paladin Detriment Shogun Reef Scylla[/b][/i]
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* Ultimatum Scorpion Dante Merlin Paladin Detriment Shogun Reef Scylla[/b][/i]
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It makes sense to select whatever striders you've built. As you build multiple, if the game goes that long, they should probably end up on Control Groups.
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It makes sense to select whatever striders you've built. As you build multiple, if the game goes that long, they should probably end up on Control Groups.
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--------------------------------------------------------
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The air units are more straightfoward, I've paired together most of the units that share the same grid so that it's the same muscle memory when playing either Planes or Gunships, since it's rare for people to build both. The one consideration is that you need to de-select everything by clicking a blank space since there no modifier key being used. This ends up being easy since air doesn't have the same micro demands as ground units.
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The air units are more straightfoward, I've paired together most of the units that share the same grid so that it's the same muscle memory when playing either Planes or Gunships, since it's rare for people to build both. The one consideration is that you need to de-select everything by clicking a blank space since there no modifier key being used. This ends up being easy since air doesn't have the same micro demands as ground units.
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[i][b]Flying Anti-Air -D-
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[i][b]Flying Anti-Air -D-
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* Trident Raptor Swift [/b][/i]
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* Trident Raptor Swift [/b][/i]
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[i][b]Flying Skirmisher -E-
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[i][b]Flying Skirmisher -E-
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* Harpy Magpie [/b][/i]
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* Harpy Magpie [/b][/i]
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[i][b]Flying Riot -R-
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[i][b]Flying Riot -R-
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* Blastwing Phoenix [/b][/i]
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* Blastwing Phoenix [/b][/i]
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[i][b]Flying Prec. Bomber & Assault Raider -T-
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[i][b]Flying Prec. Bomber & Assault Raider -T-
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* Revenant Raven [/b][/i]
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* Revenant Raven [/b][/i]
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[i][b]Flying Support -Y-
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[i][b]Flying Support -Y-
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* Nimbus Odin [/b][/i]
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* Nimbus Odin [/b][/i]
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[i][b]Flying Fortress & Singularity Bomber -F-
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[i][b]Flying Fortress & Singularity Bomber -F-
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* Likho Krow [/b][/i]
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* Likho Krow [/b][/i]
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[i][b]Flying Stun & Disarm
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[i][b]Flying Stun & Disarm
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* Thunderbird Gnat [/b][/i]
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* Thunderbird Gnat [/b][/i]
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I'll
post
the
widget
with
instructions
on
how
to
install
it
soon,
figuring
out
the
best
way
to
get
it
to
people.
All
feedback
welcome.
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I'll
post
the
widget
with
instructions
on
how
to
install
it
soon,
figuring
out
the
best
way
to
get
it
to
people.
It's
fully
unctional
but
will
need
some
formatting
and
cleanup
to
be
merged
with
the
current
SelectKeys
Widget.
All
feedback
welcome.
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