hey , i wanna say 1 bug on lvl 4 at ltd , at lvl 4 1or2 creeps go to king even if i hold (an on 1v1 it reveal the towers you have even when you hold that lvl) idk if its bug or something can any1 check it or see why it happens?
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LTD
Moderator: broud3r
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Re: LTD
http://storage.entgaming.net/replay/vie ... 998774.w3g
06:59
so its like i hold my lane on 4 but 1 creep gate away and reveal my tower(S), thing is i almost lost this game because of that , he so my yfd and send 5 6 7 and almost all lvls unt 10
its happen liek 2 times on 4v4 , but some1 on team sayd he will report it tbh i dont really remember on witch game happen
06:59
so its like i hold my lane on 4 but 1 creep gate away and reveal my tower(S), thing is i almost lost this game because of that , he so my yfd and send 5 6 7 and almost all lvls unt 10
its happen liek 2 times on 4v4 , but some1 on team sayd he will report it tbh i dont really remember on witch game happen
seBastian Kimi is FASTER then you
- broud3r
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Re: LTD
Its due to the aggro range of the creeps which is currently set to 600 but increasing it would result in a bad performance for older computers.
Any other solution would open possibilities for abuse which i would like to avoid.
If you have an idea to solve it please post a suggestion.
Any other solution would open possibilities for abuse which i would like to avoid.
If you have an idea to solve it please post a suggestion.
- Hakuna
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Re: LTD
Can there be a variable so that if the lane creeps reach mid and the variable shows there are still units alive from that lane, they will turn back and attack-move towards their spawn, meanwhile the towers from the lane if they reach the teleport chamber and another variable tells them there are still creeps alive, they will attack-move towards the top of their lane? (not far enough that it would catch the other side by accident, just like 3/4 up the lane should be plenty.)
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Re: LTD
@hakuna I feel your suggestion will open up a HUGE timewindow after each wave. You got the idea from antistuck or? I think in more competitive games this will easily be abused to aggro leaks away from the king or buy time.
Altering the aggro range of units would also change the meta entirely regarding, cross, delay and lane splitting and other effects related to pulling/aggroing.
I may propose another solution that does not fix the groundlaying issue but should pretty much eliminate all instances where this occurs. Alter the aggro range of the towers, that provoke this behaviour. The only tower where this is really a frequent problem is the Komodo i think. Another tower where this could happen is Pure Darkness and malformation. Maybe they could get like 800 aggro range so they attack the leaking creep again?
Altering the aggro range of units would also change the meta entirely regarding, cross, delay and lane splitting and other effects related to pulling/aggroing.
I may propose another solution that does not fix the groundlaying issue but should pretty much eliminate all instances where this occurs. Alter the aggro range of the towers, that provoke this behaviour. The only tower where this is really a frequent problem is the Komodo i think. Another tower where this could happen is Pure Darkness and malformation. Maybe they could get like 800 aggro range so they attack the leaking creep again?
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Re: LTD
MudMan wrote:this happens in 1 out of 500 games no need to change anything
it happens rarely but almost reproducibly with some towers. That is why I suggest to alter their aggro range alone.
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Re: LTD
Augustinus wrote:MudMan wrote:this happens in 1 out of 500 games no need to change anything
it happens rarely but almost reproducibly with some towers. That is why I suggest to alter their aggro range alone.
get multiple replays then so we can maybe see a pattern as to why it happens
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