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Re: The last comment wins! S A fucking Ts tomorrow. Got 2300-2100 on practice tests, wish me luck.
December 04, 2015, 01:26:52 PM HST
Re: Take a minute to realize this about our beloved AoS Humans vs Zombies is dead and Spade Wars is dead. The only populated arena server is ArenaCS.

AoS is dead for me.

August 10, 2016, 03:36:59 PM HST
Re: Rate the user above you how famous is he or she on Aloha.pk 2/3
October 30, 2017, 02:00:28 PM HST
Re: I made Indian Cook my username for science.
Why were you banned since you used my IGN ?
I am not banned anyway.
Also, you're an idiot. :P
I got banned because topo was allergic to my chicken tikka masala.

November 03, 2017, 09:50:51 PM HST
Re: [x] WTH ? TIL making a joke about Indian cuisine is racist and cheating.

So I say stuff, I get perm muted.
Old player makes a racist joke on forum, all well and good.
*21 Gun salute*


I used to get muted for calling hamburgers shitty.(as an example )

18:09 < babel_aloha> * Indian Cook started a votekick against player Kiddo,Pssh. Reason: FAT AMERICAN WHO EATS BURGER ALL DAY
18:16 < babel_aloha> * Indian Cook started a votekick against player Kiddo,Pssh. Reason: MC DONALD FAGGOT CANT STOP BEING RACIST

November 04, 2017, 07:46:46 AM HST
Re: [EVENT] Humans vs Zombies FSOM I got to play Zombies on a full server one last time before I died, my life is complete
November 04, 2017, 11:59:53 AM HST
Re: Grenades in Arena mode http://aloha.pk/index.php?topic=7018.0
Poll was already done, community said 50%, now nades are back to ~25% again.
Plz make 50% nades.

November 08, 2017, 12:42:48 PM HST
Re: Grenades in Arena mode Not in arena, they aren't. Splash damage is far too negligible. You need to basically land perfectly timed direct hits with them in order to guarantee a kill. One block off target and they take 60 damage at best. Sure, nades can be low-skill weapons that are spammed for cheap area denial, but that is balanced out by them losing nades for later. Nades can also be used skillfully by players who know how to cook them.
November 08, 2017, 02:13:48 PM HST
Re: Grenades in Arena mode From the old AoS Wiki on default nade damage
600dmg if 0 blocks away
400dmg if 1 block away
200dmg if 2 blocks away
100dmg if 3 blocks away

Current Arena damage (assuming 25% like in the past)
150dmg if 0 blocks away
100dmg if 1 block away
50dmg if 2 blocks away
25dmg if 3 blocks away

I can understand not wanting insta-nadekills for a 3 block radius, but the damage dropoff from reducing damage to something like 25% is too high.

November 09, 2017, 08:58:01 PM HST
Re: Grenades in Arena mode
is it too harsh though? i think not because arena's play area is significantly smaller than the play areas in most other game modes.. it's so much easier to hit people with nades in arena! and survivability is way more important in arena because there's no respawn. too much nade damage takes away nearly all chances of a player's survival when he happens to be near one of the many nades that explodes on arena. at least reduced nade damage gives him a chance to jump away in pain if he's actively being aware of his surroundings, but it can still spell death for him if his enemy is strategic enough by, for example, continuing the attack with a mix of another nade or two and/or gunfire...

arguing that increased nade damage is more strategic doesn't make any sense to me. it's EASIER to get kills the more damage a nade does, especially the smaller the play area is. what's strategic about simply tossing an increased-damage nade into a restricted play area and letting it automatically get instant kills? reduced nade damage means you have to be more strategic - do more work - to get kills. right?

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.

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.

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?

November 10, 2017, 05:09:20 AM HST