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Messages - izzy

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the cute lil workshop / Re: [MAP] fy_pool_day
« on: November 27, 2017, 09:57:48 PM HST »
another excellent remake by you. i'm serious, you are really good at this. good job!

it's now added to the servers, so it's ready to be tested and played for the event this Saturday, December 2, 2017.

the cute lil workshop / Re: [MAP] de_train
« on: November 27, 2017, 09:52:47 PM HST »
what an excellent remake.. you really pay attention to detail. very professionally done, you're good at this!

it's now added to the servers, so it's ready to be tested and played for the event this Saturday, December 2, 2017. if it plays well, we'll most likely add it to the rotation on the csarena server.

you should update your first post with the latest version (you now have the unlimited edit time permission).

extra! extra! read all about it! / net neutrality needs YOU!
« on: November 22, 2017, 07:34:18 PM HST »

so backwards to the point that we need to defend net neutrality AGAIN.

net neutrality prevents internet providers from controlling and charging for what we see and do online. without it, the internet would become divided into subscription-based packages similar to cable TV, and whatever access you're fortunate enough to afford would still be isolated from the whole internet.

defending net neutrality is common sense; it's defending the open modern internet the world has been using for nearly two decades. even if you're not in the USA, losing net neutrality there would have a huge negative effect on the internet as you know it.

if you are an American, please encourage Congress to stop the FCC from killing net neutrality. www.battleforthenet.com (thanks BR for the link) makes it super easy to email and call important decision makers -- a script is even provided for your email that you can also use to read aloud during your calls. press * after finishing each call to move on to the next. thanks! :)

whatevahs / this is why switching from IRC to Discord was a bad idea
« on: November 17, 2017, 12:52:00 PM HST »

and there's nothing we can do about it :P

we are slaves to a for-profit company. when they go down, we go down.

if this was IRC, we'd have infinite servers and networks to choose from...

the little big list / MOVED: Superflight
« on: November 13, 2017, 12:51:34 AM HST »

Ace of Spades Classic / Re: Grenades in Arena
« on: November 13, 2017, 12:22:05 AM HST »
where's the decrease damage option? and remove option?

extra! extra! read all about it! / Re: Superflight
« on: November 13, 2017, 12:18:15 AM HST »
what an intriguing, unique concept.. thanks for sharing, i just bought it :)

Ace of Spades Classic / Re: Grenades in Arena mode
« on: November 11, 2017, 06:05:03 PM HST »
I'm dependent on (aka really like) nades because 1 person (even with smg) simply can't take on a large number of people (which happens a lot in arena) - (aka, 1 person versus >3 enemies, the >3 enemies almost always win - even if a few died)

why are you solo in the first place? that's what you get for letting your team die :P

-but I agree that since it is so close in votes (because while 7 are for increasing nade damage at this point and 11 are for no changes, the majority - of this really small pool of people - is 12 want some sort of change) - I agree  that we should meet somewhere in the middle and see how that works out.

just because 5 of those 12 "want some sort of change," it can't be concluded that they all support the notion of the 7 who are for increased damage.

of those 5:
  • 1 wants nades removed altogether - i say that's more supportive of the 11 who are for the current reduced damage.
  • 2 want more nades with the current reduced damage - this can almost be considered a neutral wash because although it means they're in favor of more total combined damage from all nades, it also means they like something about the current reduced damage of each nade. where's the option for more nades with less-than-current reduced damage anyway?
  • 2 want "other " - this can mean anything. perhaps they have no preference at all? or perhaps they actually want further decreased damage, but considering that you didn't provide that option anywhere in the whole poll, i say your poll is rigged to favor your preference of increased damage.
anyway, forum feedback doesn't necessarily reflect what's best for the gameplay because the sampling is so small. of course it's worth considering and that's what we're doing, but it's not the end-all consideration.

Ace of Spades Classic / Re: Grenades in Arena mode
« on: November 10, 2017, 10:48:40 PM HST »
at this moment the poll shows 12 votes for keeping the current reduced nade damage, and 6 votes for increasing it.

even though those 6 votes are only half the majority, it would be better if we could reach a more satisfying middle ground for all without disrupting balance, if possible! i propose upping the damage modifier by 13% (as suggested by Muffin and Eddy), which would essentially increase the distance of the current damage most noticeably by approximately 1 to 2 blocks. this would basically be slightly more than 1/2 of the default damage radius.

the yellow line in this graph that topo made demonstrates that:
(orange is current, red is default)

x-axis = blocks distance, y-axis = damage

although i'm already against increasing it by more than 5% based on my past personal testing and experiences, some arguments are propelling enough that i think we should at least try the somewhat-higher-than-that suggestion.

It is REALLY hard to land a perfect nade, and if you miss by 1 or 2 blocks, your nade was wasted, because if enemies travel as a group, I don't care if they all have 20 hp, they still destroy you with 2+ more guns)

just pointing out that with the current reduced damage, a single nade that explodes within 6 blocks of their locations would be enough to kill all of them if they all have 20 hp. with the proposed change in effect, they would die if the nade exploded within 8 blocks of their locations.

Sorry izzy, but I have to disagree with you about the whole "be more strategic and skillful" point  :-\. You've said so yourself, you only get one life in arena, and so if you mess up a little bit on your nade (when trying to practice, or after practice) then you are dead, because the nade won't work, and now the enemy has surrounded you and/or rushed you.

agree to disagree? i don't know why you think you have to be so dependent on nades though

Ace of Spades Classic / Re: Grenades in Arena mode
« on: November 10, 2017, 09:10:21 AM HST »
While it's easier for one to use nades on arena, because of its size, it's also easier to use smg and shotgun as well. People play arena for the mid to close quarters experience-deadlier weapons, more intense action. Stripping away grenade damage in order to make it more balanced relative to something like babel is not what arena is about.

nothing to do with balancing relative to babel. it's about preventing nades from being overpowered on tiny, single life maps.

I feel like the time it takes for a nade to go off to be enough of a chance to get away, especially combined with the distinctive sound that's made by a grenade being unpinned and the sharp clank of a grenade bouncing. And while I understand the strategy you mention, it doesn't work in practice with the grenades as they are now in arena. Players understand that if they keep 5 blocks out from a grenade, they're fine. Previously, players would duck for cover when a grenade came too close. Now they step to the side, soak up 10-30 damage, and carry on.

It's not that simple to just toss a grenade into an enclosed area and get kills. If you don't want the enemy to easily dodge the grenade, you'll have to cook it for a bit, making you vulnerable. You have to be able to deduce whether or not your enemy will attack while you're cooking the grenade, or remain where they currently are. A smart/attentive enemy will be able to hear you unpinning the grenade, realize you're cooking it, and take the initiative and charge in while your gun is holstered.

be more strategic by cooking it in a safe place... be more skillful by timing your throw so that it explodes as it hits the enemy

As for less damage=more work=better strats, it isn't as simple as that. In humans vs zombies mode, the shotgun has ridiculously low damage, doing ~10 damage on a full meatshot. While this does mean that it requires more work and better strats to effectively employ, nobody is actually going to use it when there are better alternatives. The same principle applies to arena grenades. If you require a great deal of precision with a timed projectile weapon (<4 blocks!) in order to employ it most effectively, nobody will bother to do so when they can simply rush in with an smg. Why waste time and effort into cooking a grenade when that leaves you very vulnerable and is unlikely to do that much damage?

good because nades are meant to be a secondary weapon. the current reduced damage nades aren't useless though. you're just not trying hard enough to strategize with them. you say nobody will bother to use the reduced damage nades when they can simply rush in with an smg... you ask why waste time and effort cooking reduced damage nades? well, as you said earlier yourself, the reduced damage nades cause players to "step to the side, soak up 10-30 damage..." so now i'm asking how is that worse for you? reducing their health and forcing them to change their position before you rush with smg gives you the upper hand.. use it to your advantage to kill them!

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