View Full Version : Night Hound's Unwillingness to Auto-attack
`BlackKnight
08-20-2009, 07:06 PM
Night Hound seems to have a strong desire to stand around because unless you're constantly clicking, he often won't auto-attack. Even if you're good at constantly clicking, it still becomes problematic after you smoke because you can't see targets very well in the smoke and Night Hound will often just not do anything after he smokes. It's also annoying when trying to creep -- I tested this further by fighting the ogres in neutrals and he killed the first one and then stopped attacking and was being beat on by the other two ogres for his fade time duration and did nothing until I clicked.
TreeHorse
08-20-2009, 07:09 PM
It's the inherent programming override of stealth > autoattack.
The logic being - why would you want to autoattack and break your invis? You wouldn't.
Deal with it and keep hoarding those last hits.
Edit: Not that the invis priority ever saved a night hound/SA from being instagibbed by SK/ES or Mag/Behemoth.
`BlackKnight
08-20-2009, 07:16 PM
It's the inherent programming override of stealth > autoattack.
The logic being - why would you want to autoattack and break your invis? You wouldn't.
Deal with it and keep hoarding those last hits.
Edit: Not that the invis priority ever saved a night hound/SA from being instagibbed by SK/ES or Mag/Behemoth.
I realize that, but it seems to me it would be MUCH better if he is getting HIT that he autoattacks in response, not just stands there and waits to go stealth and that if he smokes / pounces, he autoattacks. In DotA, if you wanted to go invis, you moved around instead of attacked. I *know* the stealth > auto-attack issue is not this bad in DotA.
KARTlK
08-20-2009, 07:17 PM
To rape creep waves late game: Attack ground.
`BlackKnight
08-20-2009, 07:22 PM
To rape creep waves late game: Attack ground.
That isn't even really relevant to my post, but I'll say something anyway because I'm pretty sure if you attack ground with Night Hound, he'll just run up to the spot and stand there. I'll have to double-check.
Mud`kip
08-20-2009, 07:45 PM
Did you play DotA? It's the same there. And it makes sense that he don't autoattack to break his invis. And you shouldn't autoattack at all, unless you want to push :P
`BlackKnight
08-20-2009, 07:52 PM
Did you play DotA? It's the same there. And it makes sense that he don't autoattack to break his invis. And you shouldn't autoattack at all, unless you want to push :P
Yes, I played DotA, but it's much easier to control when he stealths and when he attacks in DotA. Here, it seems like he'd rather stand around than do anything -- you have to spam click just to get his lazy ass to keep attacking.
Regardless of the other issues, the main problem I have is that when he smokes, he loses his target and stops attacking and, generally speaking, if there is a lot of chaos and what not, it's much harder to see through the smoke than it is in DotA to find your target. I also think if you pounce a target he should attack the target unless you tell him otherwise. I just feel like I'm fighting the hero a lot more than I am in DotA, where I have his idiosyncracies down pat.
noodle0117
08-20-2009, 08:56 PM
in order to autoattack with night hound, press A and right click the ground NEAR the creeps/neutrals
TheAlmighty
08-23-2009, 11:58 AM
I agree this is very annoying, especially when killing neutral creeps. I also hate how his smoke isn't instant cast. Makes blink>smoke when solo killing a hero kinda useless. Not saying it can't be done, and I'm sure alot of people don't have many issues, but trust me, the good players know this and can easily avoid being smoked due to it not being instant cast.
`14FAussie
08-23-2009, 12:41 PM
It is the same as it is in dota, you wont attack anything if you are invis unless you click those units...
_swEEt
08-23-2009, 12:57 PM
yeh ahve noticed this 2
Stergeary
08-23-2009, 02:09 PM
In DotA it made more sense for invisible units to cease auto-attacking when in a stopped position, but in HoN there is a Hold Position command that specifically does this. Nighthound should auto-attack normally because if the controller really didn't want him to attack, he would just use Hold Position.
KARTlK
08-23-2009, 02:12 PM
That isn't even really relevant to my post, but I'll say something anyway because I'm pretty sure if you attack ground with Night Hound, he'll just run up to the spot and stand there. I'll have to double-check.
Wow you're right I had no idea what I was posting and yet decided to post anyway, and criticize what you posted and act like an idiot anyway.
OHNOWAIT.
LegoPirate
08-23-2009, 05:31 PM
in dota, if riki is being attacked by neuts while hes just sitting there, he will attack them back. they should fix this imo
`14FAussie
08-23-2009, 10:37 PM
In DotA it made more sense for invisible units to cease auto-attacking when in a stopped position, but in HoN there is a Hold Position command that specifically does this. Nighthound should auto-attack normally because if the controller really didn't want him to attack, he would just use Hold Position.
There was a hold position in dota
_swEEt
08-23-2009, 11:33 PM
it jsut seems ill clcika ttac and hell attac a few times and then if he gets moved hell jst stand there and get attacks. especially in neuts
Stergeary
08-24-2009, 02:13 AM
There was a hold position in dota
Hold Position in DotA means that any unit that was within both the attack range and the acquisition range of the position under Hold Position would be attacked. Hold Position in HoN means that the unit will not perform any action unless affected by a spell that causes them to.
`14FAussie
08-24-2009, 02:33 AM
Not if you are invis with sa, i am begging to wonder if you have ever played dota due to your seemingly dumbfounding comments.
When he smokes he gets too high and then gets lazy and figures "why not just stand here".
happens to the best of us
Melson
08-24-2009, 02:46 AM
Yes it's kinda gey when Night hound stop attacking when he's invisible -.-
They should change it to auto-attack =/
NinjaPants
08-24-2009, 02:55 AM
Hold Position in DotA means that any unit that was within both the attack range and the acquisition range of the position under Hold Position would be attacked. Hold Position in HoN means that the unit will not perform any action unless affected by a spell that causes them to.
are you sure about that?
im pretty confident that I used hold pos when hit by bloodseekers ult a couple times, and my guy kept attacking.
maybe i accidentaly canceled it though
Melson
08-24-2009, 03:04 AM
are you sure about that?
im pretty confident that I used hold pos when hit by bloodseekers ult a couple times, and my guy kept attacking.
maybe i accidentaly canceled it though
Yeah In dota or warcraft 3
Any melee will auto-attack whenever someone is nearby(like they can reach them even if theyre in hold position.)
tootsie2
08-24-2009, 11:02 AM
Yap, Bloodhunter ulti is annoying because of this.
In DotA you press 'hold' and he will fight back, standing at his position. In HoN he does a full stop of everything and you have to attack again, but you will move again then.
Follow option is another annyoing thing.
In DotA you send a pet (Ezalors old ulti for example, or an illu or whatever) following a meleecreep and it would follow its path attacking whatever is in range.
In HoN following just means following, not attacking even if being attacked.
LegoPirate
08-24-2009, 07:18 PM
Not if you are invis with sa, i am begging to wonder if you have ever played dota due to your seemingly dumbfounding comments.
if you are completely faded, then yes he will actually run away from whats attacking him (riki will)
but if you are still in fade time, and are just standing there when somehting attacks you (creeps for example) riki will actually start autoattacking anything that starts attacking him while he fades.
pandar_
08-25-2009, 01:07 AM
o noes there's micro in this game?!
Panzers
08-25-2009, 06:58 PM
1. Attack a creep, stealth is gone
2. Attack Ground by the creeps
3. Profit !
Maxter1
08-26-2009, 04:38 AM
Permanent Invisibility
http://www.playdota.com/img/hero/64/skill-3.gif
Ability Type: Passive
Targeting Type: N/A
Ability Hotkey: E
Rikimaru becomes permanently invisible when not attacking.
http://www.playdota.com/img/site/stable.jpg
Level
Mana Cost
Cooldown
Casting range
Area of Effect
Duration
Allowed Targets
Effects
1
N/A
N/A
N/A
N/A
N/A
N/A
3 second fade time
2
N/A
N/A
N/A
N/A
N/A
N/A
2.25 second fade time
3
N/A
N/A
N/A
N/A
N/A
N/A
1.5 second fade time
Notes
• Rikimaru will not auto attack enemies.
• If Rikimaru is silenced this ability will be disabled.