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Thread: [Confirmed] Slark - Pounce - Movement Speed gets set to zero on the edges

  1. #1
    Basic Member ThoAppelsin's Avatar
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    [Confirmed] Slark - Pounce - Movement Speed gets set to zero on the edges

    Tell that this is not a critical issue, I don't give a -----------uuuck.

    Due to movement speed being set to zero, Snowball stays stationary if the Tusk casts Snowball after stretching the Pounce Leash to its limits.

    Also, if the Snowball is cast while not being on the limits of the Leash, the Snowball rolls itself, but the units inside do not appear where the Snowball implodes; probably due to this bug: http://dev.dota2.com/showthread.php?t=73584
    It doesn't matter which unit gets pounced. If any unit that is in the snowball was pounced, the units do not roll with the snowball.


    These are all wrong. Way too wrong...

  2. #2
    Basic Member hoveringmover's Avatar
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    I thought we were trying to implement WarCraft 3 Game Mechanics into the game, so why does the game set the movement speed of non-building units to 0? And would the same thing happen if say, Naga Siren used her ensnare on one of them?

    I thought movement was completely removed by ensnare(rather than set to 0), but perhaps I was wrong.

    I never pretended to fully understand those hard-coded spells.
    Last edited by hoveringmover; 04-20-2013 at 03:35 PM.

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    I have a feeling Valve is avoiding using position-setting skills because of the "teleporting back and forth" effect when these were combined with each other. However, the second bug seems to indicate the position-setting is being used...?
    Other theory: setting movespeed to 0 is a ghetto way of setting the unit timescale to 0 in Dota 2 so the units get that "stop running" effect at the edges.
    Kinetic Field also has these properties, you all knew that, etc.
    A "hardcoded skill" is a skill that was in Warcraft 3 melee maps. In DotA, it's one of these skills used with no modification done to its effects other than changing the numbers.
    Hardcoded skills are often used as the basis for "triggered skills," which have custom effects. Terminology bluh

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    added to sticky.

    the leash movement interaction simply has to be marked as an extraordinary movement reduction so that it doesnt get added into any calculations with ms (e.g. snowball).
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  5. #5
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    Tested this with Snowball and it is indeed fixed.

    EDIT: It isn't fixed, sorry.
    Last edited by InsaneHobo; 04-29-2013 at 03:52 AM. Reason: Fail

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    Quote Originally Posted by InsaneHobo View Post
    Tested this with Snowball and it is indeed fixed.
    So you this is correct interaction? Im not sure...


  7. #7
    Basic Member ThoAppelsin's Avatar
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    No attempt has been done to fix this anyway
    at least, nothing that any of the patch notes indicated or even implied

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    Nvm I failed... Sorry... If Tusk is standing at the edge of the leash the snowball will indeed move like lunatic3k showed but if Tusk's ally (who is leashed) is standing at the edge of the leash the snowball will move normally.

  9. #9
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    Quote Originally Posted by ThoAppelsin View Post
    No attempt has been done to fix this anyway
    at least, nothing that any of the patch notes indicated or even implied
    Quote Originally Posted by changelog
    - Slark: Fixed a number of horizontal movement ability interactions with Pounce.
    snowball moves horizontally in my game, dunno about yours.

    but i guess the other leash interactions were being referred to anyway.

    p.s.: readded.
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  10. #10
    Basic Member ThoAppelsin's Avatar
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    Sorry, that's right...
    I expect something about movement speed instead of interaction of this with that thing, but that log surely can imply a fix for this one

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