On July 25 2013 07:12 Belisarius wrote: Speaking of which, does TA count as ranged or melee? What about troll?
I have to double check, but IIRC TA is ranged, and Troll depends on which form he's in (melee in melee form, ranged in ranged form).
Ranged/melee in WC3 is a unit designation that is independent of the actual range number (128 for most melee heroes). It is possible for a hero with the "melee" designation to have a range larger than 128, and likewise it is possible for a hero with the "ranged" designation to have their range set to 128. The designation determines the nature of the unit for ranged/melee only effects (e.g. ranged units don't cleave).
Troll's ranged/melee designation is different between his two forms because Berserker Rage is a transformation spell--Troll actually becomes a different unit type (this is why in WC3 this had the side effect of allowing him to dodge stuns) which has different unit statistics from his normal form.
Does anyone know what the "lerp" stands for in the net graph section? When I spectate, it does nothing. But whener I'm in a game myself, it blinks rapidly in yellow and is stuck on 30. Seeing as I don't have issues with lag or performance, I can't really figure out what it does..except annoying me with its constant blinking. Watching other people stream with net graph on they don't seem to have this problem.
Any ideas?
edit: After googling for a bit, this number seems to be used as indicator for packet loss or something. And that lower is better. The problem is that a lot of people have white numbers at 100, and when I spectate its usually around 60. So if lower is better, why is it now blinking yellow on 30? And how should I fix this?
On July 25 2013 08:01 Excludos wrote: Does anyone know what the "lerp" stands for in the net graph section? When I spectate, it does nothing. But whener I'm in a game myself, it blinks rapidly in yellow and is stuck on 30. Seeing as I don't have issues with lag or performance, I can't really figure out what it does..except annoying me with its constant blinking. Watching other people stream with net graph on they don't seem to have this problem.
Any ideas?
edit: After googling for a bit, this number seems to be used as indicator for packet loss or something. And that lower is better. The problem is that a lot of people have white numbers at 100, and when I spectate its usually around 60. So if lower is better, why is it now blinking yellow on 30? And how should I fix this?
The number could represent the percentage of packets received. 100(%) good, 30(%) bad.
On July 25 2013 16:06 BoxingKangaroo wrote: Shadow Shaman - which skill first and why?
Depends. Typically, I skill Shackles first, but if the enemy draft is something like stun heavy (imagine Anti-Mage, Puck, Sand King, Vengful Spirit, Lion), you might want Hex first. And, level 1 Ether Shock isn't that bad either because it is 140 damage...a decent bit higher than other level 1 nukes.
A notable exception is that in 2v1s where you don't really have any chance of killing their off-laner at level 1, Ether Shock is a stronger harass/zoning skill because of how well you can trade with auto->Shock->auto.
On July 25 2013 07:12 Belisarius wrote: Speaking of which, does TA count as ranged or melee? What about troll?
I have to double check, but IIRC TA is ranged, and Troll depends on which form he's in (melee in melee form, ranged in ranged form).
Ranged/melee in WC3 is a unit designation that is independent of the actual range number (128 for most melee heroes). It is possible for a hero with the "melee" designation to have a range larger than 128, and likewise it is possible for a hero with the "ranged" designation to have their range set to 128. The designation determines the nature of the unit for ranged/melee only effects (e.g. ranged units don't cleave).
Troll's ranged/melee designation is different between his two forms because Berserker Rage is a transformation spell--Troll actually becomes a different unit type (this is why in WC3 this had the side effect of allowing him to dodge stuns) which has different unit statistics from his normal form.
It makes sense for troll to have dodged stuns because of changing into a different unit type, but why could alchemist/medusa dodge projectiles as well?
AFAIK alchemist can still dodge projectiles but medusa can't with her split shot toggle for some reason.
On July 25 2013 08:01 Excludos wrote: Does anyone know what the "lerp" stands for in the net graph section? When I spectate, it does nothing. But whener I'm in a game myself, it blinks rapidly in yellow and is stuck on 30. Seeing as I don't have issues with lag or performance, I can't really figure out what it does..except annoying me with its constant blinking. Watching other people stream with net graph on they don't seem to have this problem.
Any ideas?
edit: After googling for a bit, this number seems to be used as indicator for packet loss or something. And that lower is better. The problem is that a lot of people have white numbers at 100, and when I spectate its usually around 60. So if lower is better, why is it now blinking yellow on 30? And how should I fix this?
lerp for whatever reason is a moniker for interpolation period and you want to keep it as low as possible while not yellow (in case you wanted to ask - orange is fine). The situation varies from server to server and apparently the value is overwritten every time you launch the game (bloody stupid system if you ask me), so keep your net_graph open at times to check. To be fair though, while it had a huge impact on the game in FPS games, here it really doesn't seem to have any. And to clear up confusion, it doesn't have a lot to do with packet loss. It's the time you let your client to check for data in the past to base what you see on the screen on. When it starts flashing yellow, the client basically tells you that it can't properly smooth out the game state between subsequent snapshots, due to the lack of snapshots or whatever other reason (too slow of a PC, mentioned packet loss leading to missing snapshots, etc.).
On July 25 2013 08:01 Excludos wrote: Does anyone know what the "lerp" stands for in the net graph section? When I spectate, it does nothing. But whener I'm in a game myself, it blinks rapidly in yellow and is stuck on 30. Seeing as I don't have issues with lag or performance, I can't really figure out what it does..except annoying me with its constant blinking. Watching other people stream with net graph on they don't seem to have this problem.
Any ideas?
edit: After googling for a bit, this number seems to be used as indicator for packet loss or something. And that lower is better. The problem is that a lot of people have white numbers at 100, and when I spectate its usually around 60. So if lower is better, why is it now blinking yellow on 30? And how should I fix this?
lerp for whatever reason is a moniker for interpolation period and you want to keep it as low as possible while not yellow (in case you wanted to ask - orange is fine). The situation varies from server to server and apparently the value is overwritten every time you launch the game (bloody stupid system if you ask me), so keep your net_graph open at times to check. To be fair though, while it had a huge impact on the game in FPS games, here it really doesn't seem to have any. And to clear up confusion, it doesn't have a lot to do with packet loss. It's the time you let your client to check for data in the past to base what you see on the screen on. When it starts flashing yellow, the client basically tells you that it can't properly smooth out the game state between subsequent snapshots, due to the lack of snapshots or whatever other reason (too slow of a PC, mentioned packet loss leading to missing snapshots, etc.).
So, like in my case, if its blinking yellow and is stuck on 30, I should probably raise it a bit? How do I do that?
On July 26 2013 09:55 Airact wrote: Is Windrunner's Shackeshot line determined when the spell is cast or when it hits?
When it hits. You can in theory, if you're quick enough, toss a shackle, and then forcestaff the enemy towards a tree for the shackle to latch. (this was in the dotacinema top 10 once I think)
On July 26 2013 09:55 Airact wrote: Is Windrunner's Shackeshot line determined when the spell is cast or when it hits?
When it hits. You can in theory, if you're quick enough, toss a shackle, and then forcestaff the enemy towards a tree for the shackle to latch. (this was in the dotacinema top 10 once I think)
How should I best avoid accidental follow up single pulls when pulling the medium camp into lane as dire?
I've run into quite a few situations lately where after I stack and pull, the next creep wave comes along and aggros down shortly before the camp has been cleared (which obviously then leads to the lane pushing moments later as with a normal single pull).
Is it solvable through positioning (i.e. will creeps aggro from the current creep aggro regardless or is it only if my hero is engaging them at that moment) or do I simply have to make sure the camp is cleared out before the next creep wave comes by?
On July 25 2013 08:01 Excludos wrote: Does anyone know what the "lerp" stands for in the net graph section? When I spectate, it does nothing. But whener I'm in a game myself, it blinks rapidly in yellow and is stuck on 30. Seeing as I don't have issues with lag or performance, I can't really figure out what it does..except annoying me with its constant blinking. Watching other people stream with net graph on they don't seem to have this problem.
Any ideas?
edit: After googling for a bit, this number seems to be used as indicator for packet loss or something. And that lower is better. The problem is that a lot of people have white numbers at 100, and when I spectate its usually around 60. So if lower is better, why is it now blinking yellow on 30? And how should I fix this?
lerp for whatever reason is a moniker for interpolation period and you want to keep it as low as possible while not yellow (in case you wanted to ask - orange is fine). The situation varies from server to server and apparently the value is overwritten every time you launch the game (bloody stupid system if you ask me), so keep your net_graph open at times to check. To be fair though, while it had a huge impact on the game in FPS games, here it really doesn't seem to have any. And to clear up confusion, it doesn't have a lot to do with packet loss. It's the time you let your client to check for data in the past to base what you see on the screen on. When it starts flashing yellow, the client basically tells you that it can't properly smooth out the game state between subsequent snapshots, due to the lack of snapshots or whatever other reason (too slow of a PC, mentioned packet loss leading to missing snapshots, etc.).
So, like in my case, if its blinking yellow and is stuck on 30, I should probably raise it a bit? How do I do that?
cl_interp in console. While net_graph shows lerp in milliseconds, cl_interp's value is measured in seconds, so 0.1 is 100ms, 0.03 is 30ms, etc.
On July 26 2013 19:39 Asha` wrote: How should I best avoid accidental follow up single pulls when pulling the medium camp into lane as dire?
I've run into quite a few situations lately where after I stack and pull, the next creep wave comes along and aggros down shortly before the camp has been cleared (which obviously then leads to the lane pushing moments later as with a normal single pull).
Is it solvable through positioning (i.e. will creeps aggro from the current creep aggro regardless or is it only if my hero is engaging them at that moment) or do I simply have to make sure the camp is cleared out before the next creep wave comes by?
Neutrals should be low at that point, just finish them off and let the wave go. Otherwise, keep attacking neutrals (f golems) and denying your creeps during the pull.