slowbacontron Profile Joined October 2012 United States 7722 Posts #2 )! I've always been annoyed about the difficulty of using ravens or ghosts in my army because it means stim isn't immediately available, and my poor mechanics don't make things any better.



As for the priority of units of the same type, one thing I think I can say is that units will have lower priority if they are added to a control group when the group already has that type of unit (and, similarly but more obviously, selecting a group of marines . and then shift-adding more marines will show the later group after the first group). This doesn't explain everything, and I'm not 100% sure it's true, but I think it is. Really great post (once again)! I've always been annoyed about the difficulty of using ravens or ghosts in my army because it means stim isn't immediately available, and my poor mechanics don't make things any better.As for the priority of units of the same type, one thing I think I can say is that units will have lower priority if they are added to a control group when the group already has that type of unit (and, similarly but more obviously, selecting a group of marines . and then shift-adding more marines will show the later group after the first group). This doesn't explain everything, and I'm not 100% sure it's true, but I think it is. jjakji fan

Fencar Profile Blog Joined August 2011 United States 1663 Posts Last Edited: 2012-12-01 10:14:27 #3



I like how the hallucinated units are prioritized over the real ones, and how the Queen is #1.



+ Show Spoiler + I like how the Queen is #1 because whenever I face Queens in an army composition, it feels imbalanced. I'm not saying it is, but it's my most hated unit. Two Queens kill four Banshees with Transfuses. T_T I want sticky for this.I like how the hallucinated units are prioritized over the real ones, and how the Queen is #1. This is my signature. There are many like it, but this one is mine.

McSnob Profile Joined November 2012 Finland 1 Post #4 I've been very annoyed with using ghosts in my bio army as well. When I could just have all my bio under a hotkey ready to be stimmed and have my ghosts under their own control group I instead always have the ghost command card under the whole bio hotkey even while prioritizing marines or marauders in the control group with ctrl+click. Thus I end up with 2 control groups with ghosts prioritized which is really annoying. I know it's just a matter of getting used to but i'd at least like to have the ability to choose the top priority unit type when ghosts are included.

WhalesFromSpace Profile Joined March 2012 390 Posts #5 I feel that priority should be able to be customized, like hotkeys. Nihility

joudix Profile Joined December 2012 1 Post #6 Same Priority

I actually registered for this (and don't think I may post anything like, ever...)

Hello, got curious about that (tried it in editor long time ago, but forgot about it). Tested in editor:

made 3 rows of 4 Ghost (all created at the start of the map)



EXPERIMENT:

At the start shoot 1st from the right in the row 1 (from top) to yellow HP.

1st from the right in the row 2 to orange HP.

Poor guy n.1 in row 3 gets to be red.

Select them all by moving mouse top to right.

As you can see, they are prioritized by their position on the map (x first, then y).

I tried restarting and moving them around (one by one, after shooting with one ghost selected before them to shoot them), and discovered it's by their starting position.

Also note, that if you mix them around (like anyhow) and select them again, the order at the bottom of the screen remains the same.



Tried if it's the time you select them, or hover mouse over them, or if you drag mouse the other way around. Nope.



Also if you add another ghost far bottom to the right, and do the thing above again, and move the whole 1st row below him ( or to the right maybe, doesn't really matter) and select all ghosts once again, the last row (at the bottom of the screen) will be increased by 1 green full HP ghost.

Deselect that guy by shift-clicking on him.

Yeah, it's that lonely guy you added!



Of course, I have no Idea how this works in ladder, when production buildings are involved. But I will go try it now, then finish the post.

So:

When production buildings are involved, it's by the time of creation of the unit (or building, tried that too).

Note, that with single press of hotkey, not all the buildings start producing (like in warcraft 3), rather one per click. Therefore, not more than one unit is created at the same time.

When it comes to zerglings and same kind of buildings constructed (by chance, it can happen) at the same time, I suppose it would be sorted the way of ghost experiment.

Checking the zergling part, no way Im going to build 2 depots in the exact same milisecond, sorry...

Looks like the zergling at the left (when you dont rally the larva) has greater priority.



What I don't like is that you cannot attack units at the selection chart (bottom of the screen) or use abilities on them. That was possible in WC3 (holy light oh yeah).



Also thank you orek for posting such interesting things here, I read most of them and even remember them. AND even use knowledge gaind from some of them on ladder.

EsportsJohn Profile Blog Joined June 2012 United States 4834 Posts #7 Lol I am always amazed at these threads hahaha. It's like opening up a dictionary to the X's and learning all the words; I'm sure it's useful at some point, but mostly it's just compiled research about stuff that people will never ever think about. And you keep thinking up new topics.



It's impressive. Strategy

NeonFox Profile Joined January 2011 2373 Posts #8 On December 01 2012 18:54 slowbacontron wrote:

Really great post (once again )! I've always been annoyed about the difficulty of using ravens or ghosts in my army because it means stim isn't immediately available, and my poor mechanics don't make things any better.

. Really great post (once again)! I've always been annoyed about the difficulty of using ravens or ghosts in my army because it means stim isn't immediately available, and my poor mechanics don't make things any better.



Erm, use different hotkeys? Erm, use different hotkeys?

snively Profile Blog Joined August 2011 United States 1158 Posts #9 w00t, orek coming through with yet another awesome guide!!!! My religion is Starcraft

thurst0n Profile Blog Joined December 2010 United States 609 Posts #10 Are larvae priorities not chosen by their age? I was pretty sure they were..I"m probably wrong though P.S. I'm nub. If you'd like you can follow me @xthurst but its not worth it ill be honest

dUTtrOACh Profile Joined December 2010 Canada 2210 Posts #11 On December 01 2012 23:23 SC2John wrote:

Lol I am always amazed at these threads hahaha. It's like opening up a dictionary to the X's and learning all the words; I'm sure it's useful at some point, but mostly it's just compiled research about stuff that people will never ever think about. And you keep thinking up new topics.



It's impressive.



Are you fucking serious?



We use this every time we bind units. For some of us, it's second nature to separate units based on priority, and to know how many times to tab when units with conflicting priority share control groups.



This can be particularly useful in teamgames, where often, unit control is granted. Are you fucking serious?We use this every time we bind units. For some of us, it's second nature to separate units based on priority, and to know how many times to tab when units with conflicting priority share control groups.This can be particularly useful in teamgames, where often, unit control is granted. twitch.tv/duttroach

RemarK Profile Blog Joined April 2011 United States 452 Posts #12 Another interesting guide, I'm sure some people will learn useful info about their race from this! Thug means never having to say you're sorry | Grandmaster Protoss | www.twitch.tv/tsremark | @remarkiwa

Andromedan Profile Joined December 2011 64 Posts #13 Your guides are so thorough. I wonder about these things so much, but never actually get around to figuring it out. I really appreciate your effort into putting out these writeups. Great job :D This pain you hold is yours. Nobody else on God’s green earth can feel this pain, or have the indescribable feeling of pride you will have when you overcome it. This pain is not your curse; this pain is your privilege.

Envy4343 Profile Joined December 2012 United States 13 Posts #14 Thank you so much for these guides! Very helpful Greatness isn't born, it's grown.

JaKaTaKSc2 Profile Blog Joined March 2011 United States 2768 Posts #15 This is such an idiotic thing. The order of buildings especially make absolutely no sense. Cyber Core is after Fleet Beacon? This makes tabbed production much less efficient than it could be. Commentator https://www.youtube.com/JaKaTaKtv

LeafMeAlone Profile Blog Joined November 2010 United States 301 Posts #16 I don't have time to test atm, but is it possible to hold down tab + select and the selection automatically goes to the second tier or something? Like you need to quickly blink away but there are sentries in your army so you just tab + select then blink. ~_~

Kaitlin Profile Joined December 2010 United States 2958 Posts #17 On December 19 2012 08:20 JaKaTaK wrote:

This is such an idiotic thing. The order of buildings especially make absolutely no sense. Cyber Core is after Fleet Beacon? This makes tabbed production much less efficient than it could be.



The flip side of that coin is that you can access Cyber Core with one keybinding (default: Shift + Tab) since it's always last, IIRC, whereas FleetBeacon is somewhere in the middle. The flip side of that coin is that you can access Cyber Core with one keybinding (default: Shift + Tab) since it's always last, IIRC, whereas FleetBeacon is somewhere in the middle.

Kalamity Profile Joined June 2012 4 Posts Last Edited: 2013-03-17 06:48:33 #18



Thank you for this very helpful guide. I was looking for this exact info. As for As obvious as it sounds, units/structures of the same type have exactly the same priority. However, I do not know how they are ordered among them at the bottom of the screen. Order of birth seems irrelevant.



They are ordered by their relative positions in the unit array structure (in the memory), which is a function of when they are created - for example:

index = unit

0 = zergling

1 = queen

2 = drone

3 = baneling

4 = hatchery



But, when a unit dies, it's spot becomes free and the next made (completed) unit will be placed there.

So if the drone dies, and then a hydra is made the array index would be:



0 = zergling

1 = queen

2 = hydra

3 = baneling

4 = hatchery



Cheers. They are ordered by their relative positions in the unit array structure (in the memory), which is a function of when they are created - for example:index = unit0 = zergling1 = queen2 = drone3 = baneling4 = hatcheryBut, when a unit dies, it's spot becomes free and the next made (completed) unit will be placed there.So if the drone dies, and then a hydra is made the array index would be:0 = zergling1 = queen2 = hydra3 = baneling4 = hatcheryCheers.

Kaitlin Profile Joined December 2010 United States 2958 Posts #19 On March 17 2013 15:47 Kalamity wrote:

Thank you for this very helpful guide. I was looking for this exact info. As for



Show nested quote +

As obvious as it sounds, units/structures of the same type have exactly the same priority. However, I do not know how they are ordered among them at the bottom of the screen. Order of birth seems irrelevant.



They are ordered by their relative positions in the unit array structure (in the memory), which is a function of when they are created - for example:

index = unit

0 = zergling

1 = queen

2 = drone

3 = baneling

4 = hatchery



But, when a unit dies, it's spot becomes free and the next made (completed) unit will be placed there.

So if the drone dies, and then a hydra is made the array index would be:



0 = zergling

1 = queen

2 = hydra

3 = baneling

4 = hatchery



Cheers. Thank you for this very helpful guide. I was looking for this exact info. As forThey are ordered by their relative positions in the unit array structure (in the memory), which is a function of when they are created - for example:index = unit0 = zergling1 = queen2 = drone3 = baneling4 = hatcheryBut, when a unit dies, it's spot becomes free and the next made (completed) unit will be placed there.So if the drone dies, and then a hydra is made the array index would be:0 = zergling1 = queen2 = hydra3 = baneling4 = hatcheryCheers.



Based on what ? Based on what ?

Ohyra Profile Joined February 2012 Sweden 56 Posts #20 You could just have the units on separate hotkeys, which has been stated before, i know. What actually makes things easier is to only have units of the same type in a single hotkey. For example: When going bio with ghost - put bio with stim in the desired hotkey, and ghosts on another. What many people do that baffles me is that they have bio + ghost in the same hotkey, and at the same time they also have the ghosts in a single hotkey. Man.. i remember BW and WC3 with their limited unit selections. That taught people to use hotkeys appropriately, and lots of them!

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