View Full Version : [Request] Attack Animation Techniques
Niltech
10-14-2009, 01:37 PM
There are a lot of various player techniques hat are related to attack and spell animations. Such as a player using a stealth hero and seeing the beginning of an enemy animation, and then stealthing to "eat it" without taking damage or being stunned.
There are also some player techniques similar to what was called "orb walking" in DotA. Where an enemy player, such as Andromeda, can actually attack and run alongside you at the same time without slowing down much at all.
It is my opinion that it is these skill areas that largely separate semi-pro casual players from pro players.
A guide on strategies for using these techniques, and how to learn and hone these techniques, would be awesome and I think really advance the meta game in the community.
ElementUser
10-14-2009, 01:40 PM
"Orb-walking" is just animation cancelling, but with an "orb" affect (usually an arrow attack-modifier). Only example of an "actual" orb in HoN is Arachna's Webbed Shot. Arguably, Kraken's Splash could be considered an orb, but it's no easier to animation than his normal attack.
Going invisible with a skill/item that has a low fade time to dodge a projectile is the player "skill" you're referring to. It could also be done with Magebane's Flash & Wretched Hag's Flash of Darkness.
These are just the fine-points of the game, but you can probably find something similar on the playdota.com website
Niltech
10-14-2009, 02:14 PM
"Orb-walking" is just animation cancelling, but with an "orb" affect (usually an arrow attack-modifier). Only example of an "actual" orb in HoN is Arachna's Webbed Shot. Arguably, Kraken's Splash could be considered an orb, but it's no easier to animation than his normal attack.
Going invisible with a skill/item that has a low fade time to dodge a projectile is the player "skill" you're referring to. It could also be done with Magebane's Flash & Wretched Hag's Flash of Darkness.
These are just the fine-points of the game, but you can probably find something similar on the playdota.com website
I understand that what I am largely talking about is not actually "Orb-walking".
There are a lot of heroes with long attack animations that can be canceled after a certain point while still doing damage. Some players can use this so well that they can run at nearly full speed with heroes like Andromeda, Slither, or Pollywog. I am requesting some tips on using animation canceling to walk faster while chasing a fleeing enemy.
I've made some attempts at it, and I can do it, but not very well.
TreeHorse
10-14-2009, 02:44 PM
You basically just have to memorize the exact moment / timing when the projectile is released. Also you need low latency...it's pretty impossible to do with delay.
Niltech
10-14-2009, 03:17 PM
You basically just have to memorize the exact moment / timing when the projectile is released. Also you need low latency...it's pretty impossible to do with delay.
Information!! Thank you for the tid-bit about low latency. That would explain why I can't do it, as I normal play on servers that are at least 5000 miles from me...When you say low latency, are you talking about latencies below 90, 60, 40, 20?
HoN has a pretty good system for eliminating lag such that anything really below 150 ping is fine for full control of a hero, at least from my experience. The reason as to why there is no guide for such a thing is that you cannot learn it from a guide, it is entirely to do with how well you know the hero that you're playing.
Trysaeder
10-15-2009, 07:07 AM
http://forums.heroesofnewerth.com/showthread.php?t=29651
Some info on the damage points of all heroes.
Madlobster
10-15-2009, 07:13 AM
You basically just have to memorize the exact moment / timing when the projectile is released. Also you need low latency...it's pretty impossible to do with delay.
Well that is what is is pretty much asking for here, some kind of guide to teach you the basics.
Take animation canceling, its very powerfull once you are good at it, and i think both newcomers and advanced players could benefit from a list of witch animations can be canceled at witch frame.
Having to learn by trail and error is one way to go, but it might be helpfull if you could read about it before you give it a try.
Lee_K
10-15-2009, 07:30 AM
I understand that what I am largely talking about is not actually "Orb-walking".
There are a lot of heroes with long attack animations that can be canceled after a certain point while still doing damage. Some players can use this so well that they can run at nearly full speed with heroes like Andromeda, Slither, or Pollywog. I am requesting some tips on using animation canceling to walk faster while chasing a fleeing enemy.
I've made some attempts at it, and I can do it, but not very well.
its just about knowing the characters animation well. some people refer to orb walking like arachnas web shot when you press Q and use it. animation cancelling is when you attack and cancel asoon as the damage is dealt, removing the wind down time so you can use that time catching up. again, its just knowing the characters animation well.
JewishNinja
10-15-2009, 02:52 PM
If you have delay, you have to incorporate it in animation cancelling. Other than that, my usual pattern is
hit a
click enemy hero
double tap move (click 2 spots on the screen, either to get closer or safer in position)
click enemy hero
DonPiano
10-15-2009, 03:03 PM
I feel pebbles is pretty nice for putting this into practice. His attack comes out pretty quickly however the animation continues much longer than that.