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On February 09 2013 01:22 ahswtini wrote: I know Cyrillic so I can understand some words based them sounding like their English counterparts. Things like "пуш" which sounds like push Yeah. It sounds exactly the same. But I think I never saw it. Only "idi nahui". Oder "pi4atai po ruski!!!".
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Czech Republic18921 Posts
Anyone remember the page wher you could see how many of which Dota 2 item are in public inventories? I can't remember and google doesn't show anything.
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so what's up with this team match making? Is there a public ladder anywhere to show rankings?
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On February 08 2013 10:18 Nevuk wrote:Show nested quote +On February 08 2013 09:42 Andr3 wrote: Can someone explain how exactly do these damage points/backswing animations interact? In one of 2009's vids about SF he talks about this and that if you perfectly execute it you get super good timings off it. So basically raze->autoattack->raze->autoattack etc. Supposedly autoattacks cancel the backswing of the raze's casting animation and the casting animation skips the "damage point" or something of the autoattack?
Also it irks me razing doesn't behave the same as in dota1. You could double-tap in dota1 and you had super fast razes. In the video 2009 drops all 3 razes in like 2 seconds ;_; Backswings in dota 2 are ridiculously messed up. A lot of spells that shouldn't have backswings do. I don't think raze is one but it's harder to cancel backswings in general in dota 2 imo. Basically the cast time is how long it takes the hero to cast the time, the backswing is how long after the spell goes off their animation continues (you can cancel it with hold position or movement or issuing a different command, like the attack in the example 2009 uses). To see backswings in action, use shift + queue actions (it waits for the backswing to complete). If you really want, here's the current state of backswings in spreadsheet format (also contains the backswing/cast animation times for all heroes) https://docs.google.com/spreadsheet/ccc?key=0Av19dIS9ylqYdGpNYVJzZExKWFVQZ21xNE9FWUNpcEE&usp=sharing#gid=0 Holy shit that spreadsheet is awesome, thanks.
And I do hope Icefrog/Valve fix these issues, if you're making a port of a game make it exactly the same. I know it's hard to import everything but that's what they get for undertaking such a thing.
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On February 09 2013 03:23 Andr3 wrote:Show nested quote +On February 08 2013 10:18 Nevuk wrote:On February 08 2013 09:42 Andr3 wrote: Can someone explain how exactly do these damage points/backswing animations interact? In one of 2009's vids about SF he talks about this and that if you perfectly execute it you get super good timings off it. So basically raze->autoattack->raze->autoattack etc. Supposedly autoattacks cancel the backswing of the raze's casting animation and the casting animation skips the "damage point" or something of the autoattack?
Also it irks me razing doesn't behave the same as in dota1. You could double-tap in dota1 and you had super fast razes. In the video 2009 drops all 3 razes in like 2 seconds ;_; Backswings in dota 2 are ridiculously messed up. A lot of spells that shouldn't have backswings do. I don't think raze is one but it's harder to cancel backswings in general in dota 2 imo. Basically the cast time is how long it takes the hero to cast the time, the backswing is how long after the spell goes off their animation continues (you can cancel it with hold position or movement or issuing a different command, like the attack in the example 2009 uses). To see backswings in action, use shift + queue actions (it waits for the backswing to complete). If you really want, here's the current state of backswings in spreadsheet format (also contains the backswing/cast animation times for all heroes) https://docs.google.com/spreadsheet/ccc?key=0Av19dIS9ylqYdGpNYVJzZExKWFVQZ21xNE9FWUNpcEE&usp=sharing#gid=0 Holy shit that spreadsheet is awesome, thanks. And I do hope Icefrog/Valve fix these issues, if you're making a port of a game make it exactly the same. I know it's hard to import everything but that's what they get for undertaking such a thing.
Its more that its likely many of these backswing cancelling things are bugs/idiosyncraticies of the WC3 engine, and its very hard to code a bug like that into your code intentionally, and to make it work the exact same in two different engines
The reality is that DotA2 will never be exactly like DotA 1, given all the weirdness in WC3s engine, but DotA 2 will strive to be as close as possible to WC3 dota
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On February 09 2013 03:30 Shaella wrote:Show nested quote +On February 09 2013 03:23 Andr3 wrote:On February 08 2013 10:18 Nevuk wrote:On February 08 2013 09:42 Andr3 wrote: Can someone explain how exactly do these damage points/backswing animations interact? In one of 2009's vids about SF he talks about this and that if you perfectly execute it you get super good timings off it. So basically raze->autoattack->raze->autoattack etc. Supposedly autoattacks cancel the backswing of the raze's casting animation and the casting animation skips the "damage point" or something of the autoattack?
Also it irks me razing doesn't behave the same as in dota1. You could double-tap in dota1 and you had super fast razes. In the video 2009 drops all 3 razes in like 2 seconds ;_; Backswings in dota 2 are ridiculously messed up. A lot of spells that shouldn't have backswings do. I don't think raze is one but it's harder to cancel backswings in general in dota 2 imo. Basically the cast time is how long it takes the hero to cast the time, the backswing is how long after the spell goes off their animation continues (you can cancel it with hold position or movement or issuing a different command, like the attack in the example 2009 uses). To see backswings in action, use shift + queue actions (it waits for the backswing to complete). If you really want, here's the current state of backswings in spreadsheet format (also contains the backswing/cast animation times for all heroes) https://docs.google.com/spreadsheet/ccc?key=0Av19dIS9ylqYdGpNYVJzZExKWFVQZ21xNE9FWUNpcEE&usp=sharing#gid=0 Holy shit that spreadsheet is awesome, thanks. And I do hope Icefrog/Valve fix these issues, if you're making a port of a game make it exactly the same. I know it's hard to import everything but that's what they get for undertaking such a thing. Its more that its likely many of these backswing cancelling things are bugs/idiosyncraticies of the WC3 engine, and its very hard to code a bug like that into your code intentionally, and to make it work the exact same in two different engines The reality is that DotA2 will never be exactly like DotA 1, given all the weirdness in WC3s engine, but DotA 2 will strive to be as close as possible to WC3 dota The thing is that a lot of the backswing issues are worse in dota 2. There are like 3-4 animations/backswing spells that are better than in dota 1, but like 90 that are worse.
Like, some heroes are practically crippled compared to their dota 1 counterparts. Bat before the buffs was the most obvious example of this. Mirana having a .83 backswing on 3 abilities that she doesn't have a backswing on in dota 1 makes her considerably weaker. Same for Puck (though a .51 backswing).
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Yes, but that's the problem. All that weird shit that happened because of WC3 engine is what made DotA interesting.
I still don't understand all of this exactly though. Why does it say that Alchemist's Acid Spray isn't cancellable during CA(casting animation)? But that it is cancellable during the backswing.
I thought backswing is what happens AFTER you cast/attack. For example mirana when she shoots an arrow she will take some time to re-draw the arrow and shoot and you can cancel that and just move or something during that time.
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On February 09 2013 03:44 Andr3 wrote: Yes, but that's the problem. All that weird shit that happened because of WC3 engine is what made DotA interesting.
I still don't understand all of this exactly though. Why does it say that Alchemist's Acid Spray isn't cancellable during CA(casting animation)? But that it is cancellable during the backswing.
I thought backswing is what happens AFTER you cast/attack. For example mirana when she shoots an arrow she will take some time to re-draw the arrow and shoot and you can cancel that and just move or something during that time. The only CA cancellable spell that I see is dota 1 potm ult.
Here's a post where the person who made the spreadsheet explains their meaning :
http://dev.dota2.com/showthread.php?t=55845&p=467685&viewfull=1#post467685 edit - He's referring to the animation being cancellable during the backswing.
Reading the thread more in-depth, he's referring to a very specific scenario that doesn't matter much unless you shift queue everything, on the CA I mean. There are some heroes who lose control of their hero in d1 during cast (Earthshaker fissure notably) so they can't be cancelled. All spells are cancellable during the front swing (cast time) but he's referring to the cast animation which is typically after the effect occurs.
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So the language filter does nothing. I queue on USE and I still get Russians that refuse to speak any English what so ever. The problem is that Russians or BRs just select every language anyways like they select every server anyways,
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Russian Federation4050 Posts
On February 09 2013 03:50 G3CKO wrote: So the language filter does nothing. I queue on USE and I still get Russians that refuse to speak any English what so ever. The problem is that Russians or BRs just select every language anyways like they select every server anyways, Who would have thought...
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Next up: "Select which client language versions you want to play!"
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On February 09 2013 04:10 r.Evo wrote: Next up: "Select which client language versions you want to play!" I mean, i'm pretty talented.
Not many people can speak chinese russian AND english.
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On February 09 2013 03:50 G3CKO wrote: So the language filter does nothing. I queue on USE and I still get Russians that refuse to speak any English what so ever. The problem is that Russians or BRs just select every language anyways like they select every server anyways,
Just report away. I wouldnt completely rule it out that Valve is able to flag accounts (similar to a lpq flag) so that they can force language flags. So instead of putting people in low priority, they could flag the search game requests with "russian language".
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Russian low priority,just gave me shivers when I said it out loud.
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You know, now that I think about it, everytime I played russians on iccup in bw, they would always 3 hatch zergling allin me every game. I always started building bunkers whenever I saw that someone was russian.
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I just opened the new chests and I got 2x the new pudge hook and Finblade. I wonder if I could get Cluckles with it or the new wards?
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Does anyone know the list of heroes that cant cast while being hit by clocks battery assualt? I know es is the well known one, but I found out while playing him that I can lock out ogre magi also, now I want to know a full list of his juiciest targets
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Any hero slower or just below 0.7 cast animation. or well ogre has 0,56 I guess it's from ogre and up that is perma stopped? Not sure, technically ogre should be able to pull off a cast since a mini stun is 0.1 sec and battery is in 0.7 sec intervals, leaving 0,04 time more than needed for ogre to cast.
No clue.
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maybe it's just a coincidence but ever since the patch I've been seeing much more english-speaking players
they still ignore what I say and suicide 1vs5 constantly but hey it's something
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On February 09 2013 04:33 PassiveAce wrote:Does anyone know the list of heroes that cant cast while being hit by clocks battery assualt? I know es is the well known one, but I found out while playing him that I can lock out ogre magi also, now I want to know a full list of his juiciest targets  all heroes with > .5 cast animation
On February 09 2013 04:35 Unleashing wrote: Any hero slower or just below 0.7 cast animation. or well ogre has 0,56 I guess it's from ogre and up that is perma stopped? Not sure, technically ogre should be able to pull off a cast since a mini stun is 0.1 sec and battery is in 0.7 sec intervals, leaving 0,04 time more than needed for ogre to cast.
No clue.
Stun is .2
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