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[G] Unit/Structure Selection Priority

Forum Index > StarCraft 2 Strategy 1 2 All
 
 Orek   December 01 2012 18:31. Posts 1389
Profile # 
[G] Unit/Structure Selection Priority


[image loading]

NO DRUGS. Ghost has a higher selection priority than marine/marauder, preventing stimpack usage.


Introduction
Everyone has done it before. If you are a Terran, you’ve seen a ghost or raven boxed together with your bio army annoyingly prevent stim at battle. If you are a Protoss, you’ve seen a HT or mothership override sentry command cards at bottom right, causing you to miss crucial forcefields. If you are a Zerg, you’ve seen a drone from a cancelled hatchery that is hotkeyed together with other hatcheries hinder your favorite SDDDDDDDD, and the drone meaninglessly just stop at “S” command in the middle of nowhere. All these are because every unit/structure has a predetermined priority level. When different units/structures are selected together, certain unit/structure takes over the command cards and therefore spell/ability use. From experience, we already know how this works for typical unit compositions, or some of you have even read (Wiki)Unit Hotkey Priority before. However, not everything is explained. What about structures? What about interracial priority in team games? Which spell/ability would your marine/siege tank/zergling/baneling/zealot/stalker/sentry army use when you are the last guy standing in a 4v4 game? In order to account for any combination of units/structures within a race or among three races, I have done a comprehensive research on this subject, testing all units and structures that I can think of.

List
+ Show Spoiler +

Notes (general)
+ Show Spoiler +

Notes (unit/structure specific)
+ Show Spoiler +

Final Thoughts
+ Show Spoiler +

Orek's Articles/Guides
+ Show Spoiler +
Last edit: 2013-03-07 15:37:01
Old Post

 
 slowbacontron   United States. December 01 2012 18:54. Posts 1940
Profile # 
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.
Too useful communication tools took away our mental calmness. ~ Wrongo Bongo—So wrong you could drum a bongo.
Old Post

 
 Dark.EX   United States. December 01 2012 19:13. Posts 1504
Profile Blog # 
I want sticky for this.

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

+ Show Spoiler +
Last edit: 2012-12-01 19:14:27
Old Post

 
 McSnob   Finland. December 01 2012 19:17. Posts 1
Profile # 
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.
Old Post

 
 WhalesFromSpace   December 01 2012 21:52. Posts 315
Profile # 
I feel that priority should be able to be customized, like hotkeys.
Nihility
Old Post

 
 joudix   December 01 2012 22:58. Posts 1
Profile # 
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.
Old Post

 
 SC2John   United States. December 01 2012 23:23. Posts 919
Profile # 
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.
Old Post

 
 NeonFox   December 01 2012 23:37. Posts 2355
Profile # 

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.
.


Erm, use different hotkeys?
Old Post

 
 snively   United States. December 02 2012 00:04. Posts 1079
Profile Blog # 
w00t, orek coming through with yet another awesome guide!!!!
My religion is Starcraft
Old Post

 
 thurst0n   United States. December 02 2012 02:51. Posts 573
Profile Blog # 
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
Old Post

 
 dUTtrOACh   Canada. December 02 2012 05:16. Posts 1638
Profile # 

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.
twitch.tv/duttroach
Old Post

 
 RemarK   United States. December 02 2012 10:18. Posts 404
Profile Blog # 
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 for Team FXO: www.twitch.tv/tsremark | @FXORemarK
Old Post

 
 Andromedan   December 02 2012 11:25. Posts 61
Profile # 
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
master level zerg looking for practice partners. AndromedaOD.460
Old Post

 
 Envy4343   United States. December 02 2012 14:08. Posts 13
Profile # 
Thank you so much for these guides! Very helpful
Greatness isn't born, it's grown.
Old Post

 
 JaKaTaK   United States. December 19 2012 08:20. Posts 1407
Profile Blog # 
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.
Imagination is more important than knowlege
Old Post

 
 LeafMeAlone   United States. December 19 2012 08:37. Posts 297
Profile Blog # 
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.
~_~
Old Post

 
 Kaitlin   United States. December 22 2012 05:03. Posts 2193
Profile # 

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.
Old Post

 
 Kalamity   March 17 2013 15:47. Posts 4
Profile # 
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.
Last edit: 2013-03-17 15:48:33
Old Post

 
 Kaitlin   United States. March 17 2013 17:00. Posts 2193
Profile # 

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 +



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.


Based on what ?
Old Post

 
 Ohyra   Sweden. March 17 2013 17:12. Posts 50
Profile # 
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!
Old Post

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