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On July 29 2014 10:46 tehh4ck3r wrote: If you're Timber and have an OD on your team will you get a chance to proc Essence Aura every time you press Return Chakram (before it actually returns to you)? No
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On July 29 2014 07:29 Buckyman wrote: Do the minions also respond if you skip the control group assignment and order your hero to move immediately after F1? no, after F1 only the hero moves.
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On July 26 2014 08:14 SpiritoftheTunA wrote: its called quickcast in dota and yea for awhile i had 3 item slots on quickcast 3 on normal i play dawngate with quickcast bcoz cooldowns are non existant so u just spam shit, but its awful and i miss spells left and right, but im already like diamond league and top 250 in less than a week, good stuff
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Northern Ireland22208 Posts
On July 29 2014 05:27 Pik wrote: When having minions and trying to give them seperate orders, after 5 seconds they often go to the heroes destination although i have only the hero selected... i tried all minion related options but it happens no matter what.
Anyone know this? I get this too, only thing I can think of is I'm subconsciously pressing the unified orders hotkey and not realising it. Only other explanation I can think of is some sort of input lag problem. For example, if I have all my units selected, and then I quickly hit F1 and give an order, the game might still think I have all my units selected. Though I've no idea if this is even possible.
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On July 29 2014 16:38 Pik wrote:Show nested quote +On July 29 2014 07:29 Buckyman wrote: Do the minions also respond if you skip the control group assignment and order your hero to move immediately after F1? no, after F1 only the hero moves.
That explains why I don't have the problem. I don't use control groups on any hero except beast master.
I use select other units hotkey (I have it on 2), tab between them if needed. And F1 to select hero, this might be better on 1 I guess.
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How come sometimes picking up an illusion rune, they're added to my hero control group (which is 1), but some times not? Makes it annoying when I pick one up to try to scout but then the illusions follow the same path as my main hero unintentionally
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On July 29 2014 23:06 KOFgokuon wrote: How come sometimes picking up an illusion rune, they're added to my hero control group (which is 1), but some times not? Makes it annoying when I pick one up to try to scout but then the illusions follow the same path as my main hero unintentionally And I thought I was just crazy.
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If you've ever added the illusions to a control group they remember that control group across games so thats probably it.
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Are control groups remembered across heroes? What about game modes?
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Afaik control groups are remembered for each hero separately.
Game-mode wise, outside of ability draft there is no distinction.
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Or they enabled the "add new summoned units to your control group"
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On July 29 2014 23:26 Sn0_Man wrote: If you've ever added the illusions to a control group they remember that control group across games so thats probably it. And the mystery is solved xd. Thanks!
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On July 25 2014 17:36 ahswtini wrote:Show nested quote +On July 25 2014 16:36 ReligionLOL wrote: i was watching someone stream who had colorblind mode on. when he hovered his mouse over a creep, the creep was highlighted in like a white glow. how can i get this white glow mouse-over effect without using color blind mode? is there some console command for it? I THINK it's this command: dota_unit_use_player_color "1"; If I'm correct, it will highlight a unit when you hover over it, with the colour of that unit's team. You can use these commands to change colours (rgb, pretty easy to figure out): dota_friendly_color_b "0"; dota_friendly_color_g ".45"; dota_friendly_color_r "1"; dota_enemy_color_b "1"; dota_enemy_color_g ".6"; dota_enemy_color_r "0"; It may not give you the 'white glow' that you ask for though...
this worked but it also changed the mini map colors. I don't want mini map colors changed, what can I do?
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also, you don't need to use quotes or end lines with a semicolon, u can just use next line
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i need help with anti pushing heros. for instance say (in cm) our team has .... aa, void, & voker. their team has lycan, shadow shaman, and razor. what should my text 2 picks be to counter their pushing draft thus far (and bans as well).
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does anyone else think the strat form for dota 2 looks too formal? whenever i look at the main page its always [G] SomeHero all in order an shit, makes me afraid to start a new topic.
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How much of laning (in pub duo lanes) is decided by the skill of the players, and how much is decided by the hero matchup? For example, I played a game yesterday where I was Tiny with AA as a laning partner, against Sniper/Huskar, and it felt like there was nothing i could do to even get into the lane to CS. I know the players weren't good (this is 2.1k mmr), but the Huskar was at least smart enough to zone me out by standing near the creep waves and just using burning spear when I came near. I couldn't even get within 500 range to draw creep aggro without losing enough health to make it not worth doing again.
Should I just pick heroes like Viper (strong laners) every game to avoid the chance of a bad matchup where I get totally shut out? Or is there enough room to improve your laning skills to learn that, if I improved sufficiently, I could make the above lane work?
A somewhat unrelated question as well. Given that I'm in the deep trench and I'm interested in improving as fast as possible, would I be better off playing "easy" heroes like Slark/Viper and trying to snowball off people's mistakes (there are plenty of mistakes at my level) to raise my MMR and learn to play a more stable game at a higher MMR where other people play better, or would I be better off playing heroes like Anti-Mage where I'd learn things like farming efficiently that (I'm assuming) are more useful at higher levels of play?
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On August 01 2014 04:45 mozoku wrote: How much of laning (in pub duo lanes) is decided by the skill of the players, and how much is decided by the hero matchup? For example, I played a game yesterday where I was Tiny with AA as a laning partner, against Sniper/Huskar, and it felt like there was nothing i could do to even get into the lane to CS. I know the players weren't good (this is 2.1k mmr), but the Huskar was at least smart enough to zone me out by standing near the creep waves and just using burning spear when I came near. I couldn't even get within 500 range to draw creep aggro without losing enough health to make it not worth doing again.
Both skill and matchup are very important. It's hard to say which is the most deciding factor. In your case, once you get zoned out, it becomes really hard to get back in lane. On the other hand, if you played better you might have prevented the zone-out from happening entirely. Sniper and huskar have no stuns and are both slow and squishy at low levels. Tiny however has an AoE stun and AA deals great damage at lvl1 with great range and attack animation. If you went ham on lvl1, i wonder if you couldnt have just won the lane right there.
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