Loading...
  OR  Zero-K Name:    Password:   

Post edit history

New U.I. Suggestion: Hot Select for units

To display differences between versions, select one or more edits in the list using checkboxes and click "diff selected"
Post edit history
Date Editor Before After
4/28/2025 7:54:24 PMUSrankFrequentPilgrim before revert after revert
4/28/2025 5:08:25 PMUSrankFrequentPilgrim before revert after revert
4/28/2025 5:07:03 PMUSrankFrequentPilgrim before revert after revert
Before After
1 These are great notes, thanks. 1 These are great notes, thanks.
2 \n 2 \n
3 I've had a lot of insights since starting to use the control scheme full-time in my matches for all of Sunday. 3 I've had a lot of insights since starting to use the control scheme full-time in my matches for all of Sunday.
4 \n 4 \n
5 I'll remove the Swift from the ant-air group and put it on W with locust. 5 I'll remove the Swift from the ant-air group and put it on W with locust.
6 \n 6 \n
7 Bulkhead and fencer doesn't belong with either skirm or artillery. I was avoiding making too many categories but I think we need one more here. 7 Bulkhead and fencer doesn't belong with either skirm or artillery. I was avoiding making too many categories but I think we need one more here.
8 \n 8 \n
9 I'm also considering just adding one more category for heavy artillery ( U) for Tremor, Impaler and possibly Merlin as the one strider exception to give the group more purpose. I feel like losing badger and emissary from artillery defies too much expectation if they arn't selected when pressing the "Select my basic artillery" button. I'm thinking of trying an optional "All Artillery" to opt into if a player wants to override the 'no 2 units on the same key' rule. I don't love that there are only 2 "Deployables" for ( C) but that's the nature of the game. 9 I'm also considering just adding one more category for heavy artillery ( U) for Tremor, Impaler and possibly Merlin as the one strider exception to give the group more purpose. I feel like losing badger and emissary from artillery defies too much expectation if they arn't selected when pressing the "Select my basic artillery" button. I'm thinking of trying an optional "All Artillery" to opt into if a player wants to override the 'no 2 units on the same key' rule. I don't love that there are only 2 "Deployables" for ( C) but that's the nature of the game ( and since ( C) on the build grid is for defenses, it fits into the stationary firing theme) .
10 \n 10 \n
11 I'm probably putting the Claymore and Widow onto ( G) with the bombs. They both function as those factories equivalent unit and I've found the less truly oddball units that end up on the Unqiue category, the better. The claymore shoots an exploding projectile and it's unit description claims it is a "suicidal" unit. The Widow is cloaked like 3 of the true bombs and has a 35 second reload meaning it either dies or escapes after it's attack, making it a functional re-usable bomb. Both of these units also sit on the ( G) key inside their factory grid. There is some risk of counter-synergy here but I think that's inherent to the Bomb role. 11 I'm probably putting the Claymore and Widow onto ( G) with the bombs. They both function as those factories equivalent unit and I've found the less truly oddball units that end up on the Unique category, the better. The claymore shoots an exploding projectile and it's unit description claims it is a "suicidal" unit. The Widow is cloaked like 3 of the true bombs and has a 35 second reload meaning it either dies or escapes after it's attack, making it a functional re-usable bomb. Both of these units also sit on the ( G) key inside their factory grid. There is some risk of counter-synergy here but I think that's inherent to the Bomb role.
12 \n 12 \n
13 That would leave just Lobster, Dominatrix and Scythe on the Unique category, which makes it more manageable to either use or unbind to create 3 individual hotkeys for those units. 13 That would leave just Lobster, Dominatrix and Scythe on the Unique category, which makes it more manageable to either use or unbind to create 3 individual hotkeys for those units.
14 \n 14 \n
15 Also, while I've been playtesting I've changed around some spots for ergonomics and ease of use. The groupings themselves are more important as every player can more easily set custom hotkeys per group than they can create custom unit groupings. But I wanted to share how it's looking now: 15 Also, while I've been playtesting I've changed around some spots for ergonomics and ease of use. The groupings themselves are more important as every player can more easily set custom hotkeys per group than they can create custom unit groupings. But I wanted to share how it's looking now:
16 \n 16 \n
17 I moved assault over to (A) as it felt bad to keep reaching over for a group that requires as much micro as Assault. This allowed me to move artillery over to T which is fine since artillery is much less micro intensive. Also Moved strider button to (Z) and Unique to (X) as I felt it themed better. 17 I moved assault over to (A) as it felt bad to keep reaching over for a group that requires as much micro as Assault. This allowed me to move artillery over to T which is fine since artillery is much less micro intensive. Also Moved strider button to (Z) and Unique to (X) as I felt it themed better.
18 \n 18 \n
19 \n 19 \n