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Thread: [Confirmed] Stasis Traps' activation delay is too long.

  1. #1
    Volunteer Moderator bu3ny's Avatar
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    [Confirmed] Stasis Traps' activation delay is too long.

    Land Mines are supposed to activate 1.75 seconds after cast, but they seem to activate 1.95 seconds after cast.
    Stasis Traps are supposed to activate 2 seconds after cast, but they seem to activate 2.20 seconds after cast.

    http://i.imgur.com/i1tWjrE.png

    Quote Originally Posted by bu3ny View Post
    Update:

    Land Mines (now, Proximity Mines) explode correctly now. When placed next to a unit and it stays within range, they explode after 3.35 +-0.03/4 seconds.

    Stasis Trap still trigger 0.2 seconds too late, proccing 2.2 seconds when put next to a unit, instead of 2 seconds.

    Last edited by bu3ny; 01-05-2017 at 05:50 PM.
    Please, just call me buny.

  2. #2
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    Any idea what the cause is? The data files seem to have the correct values so when I looked into this matter previously I couldn't find the root of the problem.
    Finally decided to "transition" to dota 2. Still does not like moving.

  3. #3
    Volunteer Moderator bu3ny's Avatar
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    I have no idea.
    Please, just call me buny.

  4. #4
    Volunteer Moderator bu3ny's Avatar
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    Update:

    Land Mines (now, Proximity Mines) explode correctly now. When placed next to a unit and it stays within range, they explode after 3.35 +-0.03/4 seconds.

    Stasis Trap still trigger 0.2 seconds too late, proccing 2.2 seconds when put next to a unit, instead of 2 seconds.

    Please, just call me buny.

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