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Incorrect collision size with naga siren's illusions?

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  • Incorrect collision size with naga siren's illusions?

    I was unable to pull off a micro surround despite multiple attempts using test mode, while easily being able to do so with 4 treants or CK.
    To put it more accurately, naga has lost the abililty to micro surround in dota 2.
    Last edited by OreoThick; 08-06-2012, 04:04 AM.

  • #2
    Naga has smallest colision size, working as intended.
    Originally posted by vladhood
    boy im glad all these qualified and educated game designers have come to the forums to help dota 2 grow

    Comment


    • #3
      Nope, Just tested in Dota, with just 4(3 illusions 1 real body), I was easily able to pull off a micro surround, whereas the same could not be achieved in dota 2.nope.png

      Comment


      • #4
        nope2.jpg Even if a good block was done, in this picture, invoker was still able to move out of the surround.

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        • #5
          Naga has always had smaller collision than other heroes, to prevent ensnare surrounds. Similar to how lycan has smaller collision size in ulti, so that he's harder to block.

          However, surround with siren should still be possible on heroes with standard collision and precise micro. But the positioning on invoker in your screen does not seem to be right (the left and right illusions are too high). I'll test this when I'm home.

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          • #6
            I've always felt that all collision seems smaller in DotA 2. Perhaps it's just me though.

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            • #7
              I find it is completely impossible to block anyone with naga siren. It's not possible to click close enough to any hero to make naga move close enough.

              Then I used the following script to order all 5 units to positions before any of them is there, so that all clicks are move commands on ground and not other heroes:
              alias "leftcam" "dota_camera_setpos -7050 -7000 0; sixense_mouse_set_origin;"
              alias "botcam" "dota_camera_setpos -7000 -7050 0; sixense_mouse_set_origin;"
              alias "midcam" "dota_camera_setpos -7000 -7000 0; sixense_mouse_set_origin;"
              alias "rightcam" "dota_camera_setpos -6950 -7000 0; sixense_mouse_set_origin;"
              alias "topcam" "dota_camera_setpos -7000 -6950 0; sixense_mouse_set_origin;"

              alias "middle" "+dota_control_group 1; midcam; dota_item_execute 0; +sixense_Right_click; -sixense_Right_click; -dota_control_group 1;"
              alias "top" "+dota_control_group 2; topcam; dota_item_execute 0; +sixense_Right_click; -sixense_Right_click; -dota_control_group 2;"
              alias "bot" "+dota_control_group 3; botcam; dota_item_execute 0; +sixense_Right_click; -sixense_Right_click; -dota_control_group 2;"
              alias "left" "+dota_control_group 4; leftcam; dota_item_execute 0; +sixense_Right_click; -sixense_Right_click; -dota_control_group 2;"
              alias "right" "+dota_control_group 5; rightcam; dota_item_execute 0; +sixense_Right_click; -sixense_Right_click; -dota_control_group 2;"

              bind "F3" middle
              bind "F4" top
              bind "F5" bot
              bind "F6" left
              bind "F7" right
              With lion(24 collision) on group 1, and nagas on group 2 3 4 and 5.
              To avoid collisions on the way to the test spot I had phase on every hero.

              However, depending on how far I would move the camera (trying from 7030 to 7060), the units would either 'bounce back' once phase ended (for any values < 7050), or the gaps between sirens would be enough for lion to walk out.

              I believe this qualifies as a bug.

              Comment


              • #8
                Originally posted by AndR View Post
                or the gaps between sirens would be enough for lion to walk out.
                This is the intended interaction afaik. This is the reason Naga's collision size is considerably smaller than most heroes.

                If OP could possibly provide a video of naga and illusions with hold position actually stopping a hero from leaving the surround or someone else can confirm the blocking someone in this way is possible in DotA1, this would be a bug. Otherwise it's fine.
                Hello, I'm Fydorian! I have Trouble getting even one cs per minute, so I help find bugs instead!
                To make things easier on everyone, if reporting a bug on the Gameplay Bugs forum, please read these stickies:
                Bug posting guidelines. READ THIS FIRST!
                Common Bugs List
                Intended Fix List
                This has been a PSA by yours truely, Fydorian.

                Comment


                • #9
                  Originally posted by Fydorian View Post
                  This is the intended interaction afaik. This is the reason Naga's collision size is considerably smaller than most heroes.

                  If OP could possibly provide a video of naga and illusions with hold position actually stopping a hero from leaving the surround or someone else can confirm the blocking someone in this way is possible in DotA1, this would be a bug. Otherwise it's fine.
                  http://dev.dota2.com/attachment.php?...3&d=1344250506 <- this is a surround. As long as all four nagas touch the target (i.e. collision boxes are adjacent) from all four directions (NSWE), he should be blocked. AFAIK move command on target does that in dota1, while it seems in dota2 that the nagas only get in attack range.

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