1 Command Center (To remind me of making SCV / scan - mule more efficiently)
2 3 4 Army (I need more but now I can't bcz I stick with 3 for Rax!!)
5 6 Harassing stuff
7 8 9 Rax Fact Ports
0 Upgrades
I see nothing wrong with your original hotkey setup.
If anything (and this is being really nitpicky) you could put command centres on 6 and your upgrades on 7. this is so you can have your fingers resting on 3 to 6 which are all your production facilities.
do whatever hotkey setup is comfortable. there is really no 'wrong' or 'right' way of hotkeying, the most important thing is to use them!
~ - Flanking Units
1 - Fast Units
2 - Slow Units
3 - Casters
4 - Main Production (Queens if Z)
5 - Secondary Production (Queens if Z)
6 - Tertiary Production (Queens if Z)
7 - Upgrade Buildings (Queens if Z)
W - CC/Nexus/Hatcheries
Shift+W - Warp In Hotkey
___________________________________ Apth.767 SEA | NA | KR
Firstly I use 'Command' instead of 'Ctrl' for control groups. I use my thumb rather then pinky. Works well for me. For PC users Command is essentially where your alt is, next to the spacebar.
I play Terran and I don't really hotkey my units - I just Ctrl-click one type of unit and control them from there. Because of this, I'm having trouble with TvP, since I can't just Stim and kite if I have a Ghost selected, and if I use the "tab" button, I can only select one type of unit at a time and I won't have that much time to kite.
My current hotkey setup when I play terran (or any other race, actually) is:
1: CC/Nexus/Hatch
2: Scouting worker at first, then replace it with a Barracks/Robo (since warp gates are already hotkey-ed to W)/Queens
3: Factory
4: Starport
Don't really use the rest of the hotkeys except for units, even though I don't use them more or less.
1. Lings/Corruptors/BL
2. Roaches+Hydras/Mutalisks(move Roach+Hydra to 3) - Also first scouting drone
3. Infestors/Ultras/Banes - Also first overlord
4. Hatcheries
5. Queens (1 at each hatch for backspace method inject)
6. Creeping Queen
7. Evos
8-0. Nothing unless using nydus, in which case 8 is Nydus Network and 9 is Nydus Worm.
As Toss:
1. Army (minus HTs if I have them)
2. Stalkers (if I'm going colossus), otherwise I have this for HTs
3. Robo (gateways until Warpgate is done)
4. Stargate
5. Nexi
W. Warpgates
Should probably move everything up one to have more space for army...
Zerg:
1. army
2. army
3. army
4. Queens (backspace inject method)
5. Hatcheries
Terran
1. Army
2. Port
3. Rax
4. Fact
5. OC
again, this could be much more efficient :P
___________________________________
Monobattle mentality: "Oh? He's got Brood Lords? Guess I'd better make more banelings."
1. melee army
2. ranged or banes, sometimes both
3. infestors or hydras if needed
4. all queens including creep spreading ones.
5. all hatches
6. secondary units, harassing infestors, corruptors, brood lords.
7. secondary units, same as above
8. scouts (lings, overseers etc)
9. scouts, same as above.
0. important tech waiting to be able to upgrade (pool for speed, evo for upgrades etc)
Depends on the matchup, but 1-3 are various units (either 1 or 2 will always be my whole army) and 4 is production ,5 is nexus, and Q is another control group for observers, warp prism, or forges.
Even the smallest donations help keep sc2sea running! All donations go towards helping our site run including our monthly server hosting fees and sc2sea sponsored community tournaments we host. Find out more here.