1 |
These are great notes, thanks.
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1 |
These are great notes, thanks.
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2 |
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2 |
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3 |
I've had a lot of insights since starting to use the control scheme full-time in my matches for all of Sunday.
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3 |
I've had a lot of insights since starting to use the control scheme full-time in my matches for all of Sunday.
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4 |
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4 |
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5 |
I'll remove the Swift from the ant-air group and put it on W with locust.
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5 |
I'll remove the Swift from the ant-air group and put it on W with locust.
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6 |
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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.
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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.
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8 |
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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.
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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)
.
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10 |
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10 |
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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.
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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.
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12 |
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12 |
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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.
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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.
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14 |
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14 |
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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:
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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:
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16 |
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16 |
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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.
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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.
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18 |
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18 |
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19 |
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19 |
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