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On July 26 2013 20:45 makmeatt wrote:Show nested quote +On July 25 2013 22:48 Excludos wrote:On July 25 2013 19:20 makmeatt wrote: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.
Turned orange as soon as I went above 30, and didn't turn white until it hit exactly 50, so I guess I'll keep it there Thanks a bunch
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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? The usually more reliable option is to get creep aggro and pull the creeps back inside their camp. This will cost you some hp, but will stop the "infinite pull" FYI, not stopping it leads to side effects like "dying tower", "dying teammate" or "exposed pull" when your teammate pulls the enemy creeps past your tier 1 tower.
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is "exposed pull" really a thing? i mean when you see your creeps pushing into his tower you dont need him to take your creeps past t1 to know that someone is pulling
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Not really a thing, but pulling can leave you vulnerable to ganks.
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If your computer crashes during a game and it ends before you recconect and becore abandonment occurs, do you get points? I know I got items, but points?
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Q: How does a Phantom Lancer play against a reasonably fed Spirit Breaker with Dust in pubs (read: can't count on allies)?
I find myself in situations where I want to split push, me in one lane and my 4 allies in another lane which normally works well if the enemy has to commit more than one hero to stop me. Spirit Breaker throws a wrench into this plan as currently he seems to be able to stop me 1v1. He starts charging me as soon as he sees my illusions expire, dusts on arrival, then proceeds to ult me. At this point I tend to panic invis which doesn't help since I'm obviously dusted but even fighting him straight up seems like a poor idea as he's clearly identified the real one.
Ideas I've got currently: 1) Be more careful if my illusions expire and I'm the only one in sight of the creep wave. I could maybe even try to bait out the charge by using a lance or dopple illusion perhaps? 2) Rush Manta sooner as it's core on PL anyway and save it for immediately AFTER I get hit with charge then try to fight or run. 3) Get a Ghost Scepter. This seems like a very bad idea as Ghost Scepter is a terrible item on PL but if all my deaths are coming from SB, perhaps it is worth it? Pop it just before Charge connects, lance him, then proceed to try to fight?
Any ideas for how a PL should handle an SB as well as general tips against him would be appreciated. Worst case scenario, any particular heroes hard counter him? I was thinking Bane or just something really tanky like Slardar or Centaur.
EDIT: I figure I should also mention my item choices. The above situation usually starts really coming to a head around the 20-30 minute mark and I have Treads/Yasha/Diffusal/TP on me. SB tends to have some combination of Treads, MoM, and either BKB, Armlet, or Shadow Blade. Perhaps I should have more early/mid game items like Drums or Ring of Aquila before getting Diff Blade?
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you could always play it safe and just jungle when bara is missing. if he is with his team then that's the time you go into the lane.
that's what i would do
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Lalalaland34504 Posts
Purge the dust off using diffusal.
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seems my question dropped out of vision 
On July 23 2013 23:51 Rodberd wrote: what do these number in front of chatchannels mean? example: i was looking for the TL inhouse channel. there have been 3x [18]TLIH, noone there [39]TLIH, noone there and another one
same for the standard TL-channel. there are like millions of them but all empty.
so how do you find the right one? try and error?
in addition: just saw a burning llama-courier, so i wonder how do these effects are applied to the courier?
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On July 27 2013 15:37 Phyre wrote:Q: How does a Phantom Lancer play against a reasonably fed Spirit Breaker with Dust in pubs (read: can't count on allies)? I find myself in situations where I want to split push, me in one lane and my 4 allies in another lane which normally works well if the enemy has to commit more than one hero to stop me. Spirit Breaker throws a wrench into this plan as currently he seems to be able to stop me 1v1. He starts charging me as soon as he sees my illusions expire, dusts on arrival, then proceeds to ult me. At this point I tend to panic invis which doesn't help since I'm obviously dusted but even fighting him straight up seems like a poor idea as he's clearly identified the real one. Ideas I've got currently: 1) Be more careful if my illusions expire and I'm the only one in sight of the creep wave. I could maybe even try to bait out the charge by using a lance or dopple illusion perhaps? 2) Rush Manta sooner as it's core on PL anyway and save it for immediately AFTER I get hit with charge then try to fight or run. 3) Get a Ghost Scepter. This seems like a very bad idea as Ghost Scepter is a terrible item on PL but if all my deaths are coming from SB, perhaps it is worth it? Pop it just before Charge connects, lance him, then proceed to try to fight? Any ideas for how a PL should handle an SB as well as general tips against him would be appreciated.  Worst case scenario, any particular heroes hard counter him? I was thinking Bane or just something really tanky like Slardar or Centaur. EDIT: I figure I should also mention my item choices. The above situation usually starts really coming to a head around the 20-30 minute mark and I have Treads/Yasha/Diffusal/TP on me. SB tends to have some combination of Treads, MoM, and either BKB, Armlet, or Shadow Blade. Perhaps I should have more early/mid game items like Drums or Ring of Aquila before getting Diff Blade? you dont want to be pushing with your main hero on your own until you have a heart. even if it wasnt sb, any coordinated team with dust would still destroy you. any time you go into lane you should be using your lance and doppelwalk to create illusions asap, then either disappear into the jungles again and let your illusions farm on their own, or if you absolutely know sb isnt going to come for you (eg a fight is happening somewhere), thats when you push with your main hero. good pl players stay hidden all game because they exploit the fact that they can be everywhere all the time
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On July 27 2013 08:37 Bippzy wrote: If your computer crashes during a game and it ends before you recconect and becore abandonment occurs, do you get points? I know I got items, but points? if the abandon never occurred you should get the battle points.
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On July 27 2013 15:37 Phyre wrote:Q: How does a Phantom Lancer play against a reasonably fed Spirit Breaker with Dust in pubs (read: can't count on allies)? I find myself in situations where I want to split push, me in one lane and my 4 allies in another lane which normally works well if the enemy has to commit more than one hero to stop me. Spirit Breaker throws a wrench into this plan as currently he seems to be able to stop me 1v1. He starts charging me as soon as he sees my illusions expire, dusts on arrival, then proceeds to ult me. At this point I tend to panic invis which doesn't help since I'm obviously dusted but even fighting him straight up seems like a poor idea as he's clearly identified the real one. Ideas I've got currently: 1) Be more careful if my illusions expire and I'm the only one in sight of the creep wave. I could maybe even try to bait out the charge by using a lance or dopple illusion perhaps? 2) Rush Manta sooner as it's core on PL anyway and save it for immediately AFTER I get hit with charge then try to fight or run. 3) Get a Ghost Scepter. This seems like a very bad idea as Ghost Scepter is a terrible item on PL but if all my deaths are coming from SB, perhaps it is worth it? Pop it just before Charge connects, lance him, then proceed to try to fight? Any ideas for how a PL should handle an SB as well as general tips against him would be appreciated.  Worst case scenario, any particular heroes hard counter him? I was thinking Bane or just something really tanky like Slardar or Centaur. EDIT: I figure I should also mention my item choices. The above situation usually starts really coming to a head around the 20-30 minute mark and I have Treads/Yasha/Diffusal/TP on me. SB tends to have some combination of Treads, MoM, and either BKB, Armlet, or Shadow Blade. Perhaps I should have more early/mid game items like Drums or Ring of Aquila before getting Diff Blade? 1) Manta out of dust 2) Purge yourself to clear dust.
Dust is the thing thats killing you. If the SB has gem, then neither would work, and you would die anyway. In that situation man fight the SB with your illusions and you. Hopefully you kill him before he kills you,take the gem and laugh in his face.
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well that will do surely, but i was confused why there are tons of the IH-channels annd all with 0 ppl inside. such things havent occured before the last chat-down-thingy from like 1 week ago (where all chats and such have been down for 1-2 days)
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On July 27 2013 15:37 Phyre wrote:Q: How does a Phantom Lancer play against a reasonably fed Spirit Breaker with Dust in pubs (read: can't count on allies)? I find myself in situations where I want to split push, me in one lane and my 4 allies in another lane which normally works well if the enemy has to commit more than one hero to stop me. Spirit Breaker throws a wrench into this plan as currently he seems to be able to stop me 1v1. He starts charging me as soon as he sees my illusions expire, dusts on arrival, then proceeds to ult me. At this point I tend to panic invis which doesn't help since I'm obviously dusted but even fighting him straight up seems like a poor idea as he's clearly identified the real one. Ideas I've got currently: 1) Be more careful if my illusions expire and I'm the only one in sight of the creep wave. I could maybe even try to bait out the charge by using a lance or dopple illusion perhaps? 2) Rush Manta sooner as it's core on PL anyway and save it for immediately AFTER I get hit with charge then try to fight or run. 3) Get a Ghost Scepter. This seems like a very bad idea as Ghost Scepter is a terrible item on PL but if all my deaths are coming from SB, perhaps it is worth it? Pop it just before Charge connects, lance him, then proceed to try to fight? Any ideas for how a PL should handle an SB as well as general tips against him would be appreciated.  Worst case scenario, any particular heroes hard counter him? I was thinking Bane or just something really tanky like Slardar or Centaur. EDIT: I figure I should also mention my item choices. The above situation usually starts really coming to a head around the 20-30 minute mark and I have Treads/Yasha/Diffusal/TP on me. SB tends to have some combination of Treads, MoM, and either BKB, Armlet, or Shadow Blade. Perhaps I should have more early/mid game items like Drums or Ring of Aquila before getting Diff Blade?
Your illusions should be pushing the lane, not you.
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One thing that's been troubling me:
Many builds that I look up don't refer to an item that gives mana regeneration. For example, a Slark build I just used didn't allow me a mana regen item. I guess it's taken for granted that you get a magic wand. But even still, I ran out of mana fast. What do I do to restore my mana? It seems either I have to get a mana regen item, in which case I break my build, or I constantly ship in potions of clarity which doesn't seem very efficient.
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On July 28 2013 01:33 GreenGringo wrote: One thing that's been troubling me:
Many builds that I look up don't refer to an item that gives mana regeneration. For example, a Slark build I just used didn't allow me a mana regen item. I guess it's taken for granted that you get a magic wand. But even still, I ran out of mana fast. What do I do to restore my mana? It seems either I have to get a mana regen item, in which case I break my build, or I constantly ship in potions of clarity which doesn't seem very efficient.
sounds more like you are spamming your skills a bit to often. in the early stages you might need a clarity or 2, but in the end game shouldnt be the case. your supports should have manaboots to give you some mana.
real manaregen items, like euls, are not needed if you dont go trigggerhappy and spam dark pact or pounce.
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On July 28 2013 01:38 Rodberd wrote:Show nested quote +On July 28 2013 01:33 GreenGringo wrote: One thing that's been troubling me:
Many builds that I look up don't refer to an item that gives mana regeneration. For example, a Slark build I just used didn't allow me a mana regen item. I guess it's taken for granted that you get a magic wand. But even still, I ran out of mana fast. What do I do to restore my mana? It seems either I have to get a mana regen item, in which case I break my build, or I constantly ship in potions of clarity which doesn't seem very efficient. sounds more like you are spamming your skills a bit to often. in the early stages you might need a clarity or 2, but in the end game shouldnt be the case. your supports should have manaboots to give you some mana. real manaregen items, like euls, are not needed if you dont go trigggerhappy and spam dark pact or pounce. Ah, right, I see. What do you recommend at low Elo, when supports can't be relied on to have mana boost? Ring of bassillus the way to go?
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On July 28 2013 02:04 GreenGringo wrote:Show nested quote +On July 28 2013 01:38 Rodberd wrote:On July 28 2013 01:33 GreenGringo wrote: One thing that's been troubling me:
Many builds that I look up don't refer to an item that gives mana regeneration. For example, a Slark build I just used didn't allow me a mana regen item. I guess it's taken for granted that you get a magic wand. But even still, I ran out of mana fast. What do I do to restore my mana? It seems either I have to get a mana regen item, in which case I break my build, or I constantly ship in potions of clarity which doesn't seem very efficient. sounds more like you are spamming your skills a bit to often. in the early stages you might need a clarity or 2, but in the end game shouldnt be the case. your supports should have manaboots to give you some mana. real manaregen items, like euls, are not needed if you dont go trigggerhappy and spam dark pact or pounce. Ah, right, I see. What do you recommend at low Elo, when supports can't be relied on to have mana boost? Ring of bassillus the way to go?
Slark usually solve their MP 2 way. 1) Soul Ring or 2) Orchid. Orchid is especially good when your vs heroes that has an escape, like AM/Puck/Weaver. Orchid will solve your MP issue, give you dmg and attack speed for more stats stealing. However its a VERY situational item.
Soul Ring is a solid choice for solving Slark MP issues at all level, damage that you take from the Soul Ring active doesnt matter when you regen it back up so fast with the ultimate.
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ring of basi generally wont solve all of your mana problems, it's really good on heroes with low int so the .65 mp/s turns into a notable portion of their mana pools. You should assess all of your options for mana regen when you want to buy that stat and get whatever is most appropriate for the situation. basi, urn, medallion, soul ring, mana boots, tread swapping and ferrying clarities, (i guess even a naked sage mask in some scenarios) (edit- how did i forget wand haha, wand works great in conjuction with another small mana regen item) are all viable options for early game mana regen. Late game you may still have mana problems but it is just much easier to solve by that time.
Another thing you need to do is just not spam your spells as much and make sure you know what proportion of your total mana will be lost by casting your spells. Some heroes can only cast their spell once before being completely oom, like sven, es, and skeleking. some int heroes can afford as much as 4-5 casts before being oom, but rest assured if you spam spells like you do in league then you will find yourself oom all day.
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