Angepinnt Dota-Talk

    • Let's talk about old man Fear. This guys honestly THE MOST VALUABLE dota player out there. He can play any hero, any role, and with a little practice he can fit them into any play style. Also let's note that he basically co-captains the team and directs movement, maintains a positive attitude, and makes sure that I do my job as the captain. I know I have what it takes to lead my team to success but occasionally I need a kick in the ass to actually do it and fear is there to have our backs. He tells me to make decisions and enforce them. Without him I'd be half the captain I am today and THAT is why he is irreplaceable.

      Danke.
      Sehr guter read insgesamt. PPD schon ein krasser Typ.

      E:

      Zagdil schrieb:

      Leider halt trotzdem ein komplett bescheuertes Statement mal wieder. Zu ner gescheiterten Kommunikation gehören immer zwei Seiten. Ein simples "Die Chemie hat nicht gestimmt" wäre besser und mmn auch zutreffender.

      Selber Unsinn wie vor 2 Tagen.


      Stimme ich absolyt gar nicht zu.
      we do not sow
    • Finde quick cast definitiv besser. die erste paar tage failt man zwar ein paar skills aber worth it.
      hab trotzdem zwei hotkeys von meinem inventar auf nicht quick cast damit ich fs oder sowas noch selfcastenk kann mit doppelklick
    • Spells alle mit quickcast solange selfcast nicht möglich ist
      Items nur drei
      Finde qzickcast echt gut. Geht bei mir damit etwas schneller. Allerdings nicht empfehlenswert wenn man nicht die range von allen zaubern drin hat. Schade isses halt um den range finder der ist echt ne starke option
    • quick cast für mich wie automatik fahren, fällt aus.
      It is our suffering that brings us together. It is not love. Love does not obey the mind, and turns to hate when forced. The bond that binds us is beyond choice. We are brothers. We are brothers in what we share. In pain, which each of us must suffer alone, in hunger, in poverty, in hope, we know our brotherhood. We know it, because we have had to learn it. We know that there is no help for us but from one another, that no hand will save us if we do not reach out our hand. And the hand that you reach out is empty, as mine is. You have nothing. You possess nothing. You own nothing. You are free. All you have is what you are, and what you give.
    • Es gibt anscheinend funktionierende Maphacks für Dota 2, die darauf basieren, das ein Script dem eigenen courier Follow-Befehle auf gegnerische Helden gibt. Das funktioniert anscheinend für Units, die sich im Fog befinden. Hier ein Text von reddit vom Coder, kann man wohl recht easy mit dem Auge erkennen, ob jemand im Spiel diesen Maphack benutzt.
      reddit.com/r/DotA2/comments/3h…e_scripts_i_wasnt/cu74wpm

      (...)Firstly, allow me to tell you how to spot that it's being used against you:
      Does the enemy flying courier appear to rotate around while not in use? Or alternatively, did the enemy team stick a courier in the trees trapping it at some point in the game?
      It relies on a pathing exploit, and simply spams follow commands to the enemy players from the courier. If you only use one courier (the one the Russian guy is selling) you can just draw a line on the minimap as to where they could be. If you use two you can find the intersection from the lines they project (because you have two points of reference to the enemy player).
      The entire reason this is possible is that the game client (with a third party tool) actually permits you to send Attack / Follow commands on enemy players that are in the fog, and the server handles your pathing towards them (for example I bound a button to send Attack commands on the enemy courier to run around killing it as bounty hunter, I hit the button, it performs Attack command on it despite it being in fog, and my character paths towards it).
      Why flying units or trapped units? Because they ignore pathing and point directly to the enemy. So all you do is iterate over each enemy player, send the Follow command on them from a unit that ignores pathing and it points straight at them.
      Summary: The client does not have any information about enemy player positions, but for some reason the client allows you to send Attack / Follow commands to units in fog, which causes you to path to them. This allowed me to code a maphack because units that ignore pathing point straight towards units if you order an Attack/Follow command on them. Reading the rotation from memory allows us to calculate enemy exact positions from this and draw to the minimap.
      This is an actual working (but dodgy and easily noticeable) maphack. The turn rate is quick enough to allow you refresh very quickly the enemy players positions.
      Bonus: Did you know you can actually order Techies mines to follow enemy players? It rotates too, I don't know why.
      How Valve can fix: Don't allow game clients to send Attack/Move orders on enemies in fog. I expect this may have been allowed unintentionally by Valve to allow players to keep pathing towards targets that have just run into the fog.(...)


    • Aui Reflektionen mit Thoorin. Definitiv sehenswert.
      'Maturity,' father had slowly begun,'
      Is knowing you're wrong and accepting it, son.
      There's prudence in pausing with patience and joy -
      And hearing the wisdom in others, my boy.
      'A person's perspective,' he said with a smile,
      'Is plain if you walk in their shoes for a while.
      And if you can do it - if maybe you do -
      You might understand, and agree that it's true.'
      I followed his reasons, and nodded, polite;
      Perhaps that was logic - perhaps he was right.
      Perhaps there was truth in his claim all along...
      'I'm twenty,' I countered: 'I'm right, and you're wrong.'
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