[HoN/DotA] Let's Play~!! - Page 936
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EmeraldSparks
United States1451 Posts
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Elemenope
Burkina Faso1704 Posts
On June 13 2010 05:48 Pokebunny wrote: GUYS JUST SHUT UP I FEEL LIKE AN IDIOT. READ ELEMENOPES POSTS AGAIN AND THINK ABOUT EVERY POINT IF YOU CANT TELL ITS A TROLL YET Who let the dolphin out of the bush? | ||
Butigroove
Seychelles2061 Posts
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ahswtini
Northern Ireland22206 Posts
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Judicator
United States7270 Posts
On June 13 2010 01:48 Durak wrote: Yeah, skills obviously change the dynamics of the lane entirely. I was trying to simplify the example as much as possible because, as I said before, there are tons of factors to take into account in HoN. I figured it would help to compare the slow regen a health tube provides versus the copious extra gold from easy last htiting though. I don't know anything about animation canceling to attack faster in HoN. I've only tried using it with skills but even then I haven't come up with a good use for it. I can understand it in principle but I think I need to see it used to notice the difference. Are there any videos/guides of people doing it well in HoN? I am trying to say, it isn't that simple. It's simple in skilled players' minds because everything goes quickly, but for new players this is hard to explain and to execute. Surprisingly enough, playing with severe ping disadvantage (<250 versus <100) made me realize the dynamics of harassing against skilled players, the basic premise when to trade HP/MP with other heroes and when not to. Notice I didn't state specific heroes or specific skills, in reality, it's totally irrelevant and sometimes totally pointless as you might have to call for a gank whether you like it or not just to keep the opposing lane honest. Animation canceling doesn't make you attack faster, it just makes you get more attacks in before you can no longer harass due to creeps, incoming heroes or towers, aka you're maximizing the attack range of your hero to the fullest. Say you have 600 range, the enemy hero is 500 out, animation cancel allows you to move in between attacks to keep the enemy hero around 500 range or delay the time before the enemy hero moves out of your 600 range to let you get a few more hits in. But it has absolutely zero effect on your attack speed, you can't attack faster than your rated attack speed, you're just filling in the useless post-attack point time with movement instead. | ||
Durak
Canada3684 Posts
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Judicator
United States7270 Posts
It goes for spells too. I know CM likes to wave that fucking wand around like she just won fucking Ms. America whenever she casts a spell. | ||
Butigroove
Seychelles2061 Posts
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Kickstart
United States1941 Posts
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hideo
Canada1641 Posts
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SC2Phoenix
Canada2814 Posts
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paper
13196 Posts
On June 13 2010 13:00 Elemenope wrote: u mad? | ||
Judicator
United States7270 Posts
1. Figure out your hero's/unit's attack animation, paying particular attention to when the attack is actually performed. Same for spells. That's called the attack point or cast point. Any additional animation after the attack/cast point is useless frames. The back swing or the post spell pose (The CM Beauty Queen) is pointless gameplay wise and you can cancel your way to more actions per time. 2. Either move or hit stop at any point after the cast/attack point, that's canceling, I know spells don't always skip these post frames depending how you cast it (shift-queuing doesn't for instance). Players refer to this method sometimes as orb-walking but any hero can do it. The other kind is doing the canceling prior to attack/cast point. This is very useful in high level play for two reasons: 1. It fakes out opposing players to bait an attack on creeps in that 2-hit range, you can conceivably out-hit someone with better animation and damage range than your hero. If nothing, it keeps them on their toes and prevents them from getting into any great rhythm. 2. It fakes out opposing players to bait spells or force bad positioning, low to mid skill players have problems with this, if you can mindfuck them with this then you can induce a lot of fake ganks, like Panda versus two heroes, the Panda runs up to the creep line when 2+ heroes are missing, animation cancels a Clap, takes a creep then backs off. In standard 2v2 line up, you fake out Phases from Pucks, Shields from Abbadons, and just general jukes or maybe bait that one spell from heroes with enough mana to cast it only once (like your Sand Kings, Svens, etc.). Number 2 is the reason why Witch Doctor is fucking annoying to play against and some extent a laning VS, because both heroes can mask what they are doing if they gradually sneak closer to the creep line since their attack and spell animations are virtually the same; by the time you see it, it's already too fucking late. Then it's usually a simple stun, Maledict and the targeted player has to run because at best it's a 1 for 1 trade. It's a cheap way for forcing low to mid level players out of a lane. Animation is also why Glacus is so much better than CM in HoN even though the heroes are relatively the same. | ||
paper
13196 Posts
On June 13 2010 12:50 paper wrote: my prophecy didn't come true : ( | ||
Elemenope
Burkina Faso1704 Posts
how mad? | ||
Butigroove
Seychelles2061 Posts
On June 13 2010 12:58 Judicator wrote: Animation is also why Glacus is so much better than CM in HoN even though the heroes are relatively the same. Oh please... we all know it's cause Cm is a woman... ![]() | ||
EmeraldSparks
United States1451 Posts
this is an important question i must know | ||
paper
13196 Posts
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Butigroove
Seychelles2061 Posts
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JeeJee
Canada5652 Posts
T_T | ||
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