View Full Version : Creep AI when creep pulling
sensetarget
07-23-2009, 09:23 AM
pulling is a pain in the ass, I'm lucky to have 3 creeps follow, if not sometimes none. I have to walk in front all the time and get hit for them to follow. This is another fix that needs to be done.
/sign
FuzzyWuzzy
07-23-2009, 09:40 AM
Yeah, I tried also and got maximum half of the wave, which seems weird, this means that the creep aggro range is very little.
Also the Creep AI in line is just silly, some creeps never stop hitting you, instead of switching to creeps after losing range.
DarkWolF2
07-23-2009, 10:22 AM
Other times they just don't stop following. I've had creeps run through the jungle a minute on end before they quit.
Brad1
07-23-2009, 10:31 AM
I tried to creep pull top hellbourne forest once. Neutrals were attacking me as my creeps were walking around me and none of them caught for the pull.
Needs to be fixed so much
RaWRpewpew
07-23-2009, 11:48 AM
Agreed - creep AI needs alot of work.
`Shifty
07-23-2009, 12:41 PM
100% agreed.
Fix the pulling and chasing mechanics.
BruceLEET1
07-23-2009, 01:26 PM
I've had no trouble creep pulling, but I agree the AI is not great right now.
cr0w2
07-23-2009, 02:03 PM
100% agreed.
Fix the pulling and chasing mechanics.
Agreed. +1
uberdabing
07-23-2009, 02:04 PM
Needs to be fixed to be similar to the wc3 creep aggro. From memory it was upon aggro, cannot unaggro for 2 seconds. After that, they will repick a new target based on proximity, what's attacking, etc.
Ranged creeps/siege vehicles have very strange targeting priorities. They will often continuously attack me for no reason.
The entire auto-attack priority of this game seems messed up. I noticed that if you let your hero just stand there and auto attack (not right clicking 1 particular creep) then it will not even attack the same creep but will often alternate between different targets without user input. Not sure if it's something dealing with lowest hp or whatever, but it seems strange.