Well, most of us think that both Scourge and Sentinel towers are alike with just cosmetic differences. But is it really so? Lets have a look:
Mechanics:
- Spirit Tower level 1 got a BAT of 1.0 and a 0.5/0.5 damage point/backswing. The missile speed is 900. Ancient Protector level 1 got a BAT of 1.0 and a of 0.4/0.6 damage point/backswing. The missile speed is 750.
- The interesting part begins at the level 2-4 towers, the following things are changed: The towers on both sides have a BAT of 0.95. (Spirit Towers remain unchanged apart from the BAT.)
Ancient Protectors have a 0.6/0.4 damage point and they have a 750 range motion buffer. (i.e. Sentinel Towers level 2-4 could start an attack, the target unit could then move up to 750 range out of the tower's attack range before the damage point is reached and the attack would still go off.)
Why Sentinel Towers are better?
1. Sometimes we don't see those sentinel rocks targeting us and before we respond we get 2 more rocks thrown at us. lolz
2. Camera angle is better for many players. lolz again
Why Scourge towers are better? I feel scourge towers are better.
1. In a way, sentinel towers are slower to respond so we can probably get that last needed hit on that enemy hero before dying.
2. Sentinel missiles are slower so we can use bottle/regeneration of some kind before the last tower shot hits. (and therefore probably survive)
3. Because the scourge tower projectile flies faster, it has a better chance of hitting a fleeing invisible hero before it goes out of range.
4. The scourge tower missile speed is faster while that of sentinel tower is slower. This means that a low health creep will die faster of a scourge tower than a sentinel one. This leads to more cases of extra shot by a sentinel tower on an already dead creep than a scourge creep. Sentinel tower will waste more attacks due to attacking a creep that will die to a projectile that is still in the air. This is one of the reasons why leaving the game without any hero leads to a scourge victory most of the times.
What all of this means?
In a sense Scourge towers are better, in another sense Sentinel towers are better. Scourge towers excels at landing a hit fast while Sentinel ones excel at landing attacks on targets which runs out of their range. If you ask me, Scourge towers are better.
Source: Robzor's post from Dota-Allstars.
Showing posts with label Towers. Show all posts
Showing posts with label Towers. Show all posts
Towers - Happy New Year from dotasecrets.co.nr
First of all, a very happy new year 2009 to all. May this year bring you lots n lots of joy and happiness. (And most of all more DotA PWNage) Today I'm posting on a topic that I myself enjoyed researching about. ENJOY!
We all are familiar with the thing that we hate to confront and love to break. Its the tower. Here are some crucial points to note about:
- Attack range of a tower is 700 but its true sight range is 800.- Level 1 towers deal Normal damage. Higher level towers deal Siege damage. They all have Fortified armor.
Bounty
Only the killing unit receives the bounty stated in the unit box. All other heroes on the team receive 200/240/280/320 gold, depending on the level of the tower.
If a tower is destroyed by the Sentinel or Scourge, all the heroes on that team will instead receive 315/350/385/420 gold, plus a random amount of gold between 1.4 and 14. If a tower is denied, the gold granted to the other team is halved.
Target Selection
I would not be going too deep into the mechanics of this, but focusing on the important parts.
In a way, the tower asks himself three questions before hitting/changing a target. These are (in order):
1. Is someone attacking my allied unit?
2. Whose %hp is less?
3. Who is closer?
1. Is someone attacking my allied unit? Yes. Then whom to hit?
Answer.
Priority #1: Unit attacking allied hero.
Priority #2: Current tower target.
Priority #3: Unit attacking tower.
Priority #4: Enemy units attacking allied non-hero units.
2. OK. So, there are multiple units ahaving same priority. What to do?
Answer. Hit the one with lower %hit points.
3. Two have the same %hp left. Now what?
Answer. Hit the one who is closer.
Note: This is just a rough way to find out who will be the target of the tower.
Some Spells that deal damage to towers
Worth making a note in mind:
Land Mines (Techies)
Scattershot (Sniper)
Toss (Tiny)
Return (Bradwarden)
Empowering Haste (Spiritbreaker)
Nether Blast (Pugna)
Searing Arrows (Bone Clinkz)
Diabolic Edict (Leshrac)
Inspired from DA-Wiki.
Inspired from DA-Wiki.
Losing Tower aggro... just a tip
Many a times you must have hated that tower for hitting you for no reasons. Well, I will include why in another post. For the moment, let us know how to get rid of that tower assault?
Answer 1: The solution that most know:
Get out of range of the tower, let it hit a creep then go back and the tower normally goes down the line of creeps before it hits the hero again.
Answer 2: The solution known to few:
Just attack a non deniable allied creep/hero. You may not actually need to attack allied unit. You just need to initiate the attack.
Guess some learnt something new today. :)
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