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Post by monomer on Mar 7, 2006 15:03:08 GMT -5
This was my first airsoft event
I was with Junior's (squad?) - green Vforce mask, MP5. I didnt realize how important the radios would become during the game, Radio standereds (per team) should have been set - my team/squad alone were on 2 seperate channels.
EL had a great idea, use MRE's for lunch, and give them out with the (little bit higher) registration cost. This would completely avoid a break mid game, and aid in realism.
Overall, I had a blast.
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Post by Zorak on Mar 7, 2006 15:05:29 GMT -5
I'd be pissed as hell if the event required me to buy an MRE. I've got enough gut that skipping lunch might just be the best thing for me. I also adhere to the philosophy that if one team is willing to play through lunch and the other isn't, the team that plays through out to gain some advantage from it.
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Post by thedevilsmen on Mar 7, 2006 15:27:08 GMT -5
Overall I have to say the good definitely outweighed the bad. It was good to finally meet you Canto, also who were the 2 snipers on the top floor of the embassy with the UTG rifles. I was the guy with the M15 Tactical Carbine and the face paint. I would definitely like to hook up with you guys on the weekend for a game. The second to last picture on the previous page has a close up of the side of my head I got the Grey caiman gloves and my ear bud mic. Overall great game I had a awesome time and will definitely go to the next one. As far as the lunch break negotiations, negotiations is for losers and the French. I was one of the snipers, the one in the ghillie suit closest to the stairs. Jeff
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Post by Gestapo on Mar 7, 2006 16:11:53 GMT -5
Great idea! Respawn at a point your team controls! Will DEFFINITLY be added into the monthly games.
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Post by Zorak on Mar 7, 2006 16:22:01 GMT -5
Gestapo, just be careful about where you put the respawn points. Depending on how large the field is and how many ways there are to get from one objective to another (preferably without being intercepted), those respawn rules can make it very hard for the losing team to ever mount a counterattack.
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Post by King on Mar 7, 2006 16:45:17 GMT -5
Yeah, what Zorak said.
This isn't Battlefield 2.
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Post by Gestapo on Mar 7, 2006 16:50:16 GMT -5
True Zorak, although multiple spawn points would be a good thing.
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Post by O'Dwah on Mar 7, 2006 16:52:32 GMT -5
A little bit on topic with this discussion, I say instead of having set times of respawn. You have 10 or 20 minutes from the time you reach the spawn point. Just set your watch, end when it goes off you get back in the game.
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Post by Lord Gilbon on Mar 7, 2006 16:57:52 GMT -5
Yeah I had some problems with spawns as well. I only died once to where I had to respawn and once I did I noticed there were some guys in the speedball area. So instead of going straight through that field I went to the right and I ran into some guys camping that area. So me and the guy I was with (dont know his name) decided to make a run for it. They chased us all the way around the right side of the field to the embassy. Having to run that far with all that gear on really lets you know just how fat you are I have nothing else to say.
Overall, I had a pretty good time. I tripped over some wire and broke my AUG's front grip. But I can replace that easy.
The only problem I had was cheating towards the end of the Op. a lot of the RA guys werent calling their hits which is kind of annoying. I'm sure that RA had the same problem with some of the DF forces as well. Oh well, I got 40 kills so I'm happy. I hope all of you had as much fun as I did.
Also, is there going to be a Red Out video or some pics or something? If so, when is that going to be posted?
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Post by Jacko on Mar 7, 2006 16:59:16 GMT -5
One thing I was unclear about regarding the respawn rules for this OP were the 5 minute wait time. I could've sworn the rules were 'If you get hit, get your rag out and sit for 5 minutes. If no medic reaches you, walk back to respawn and wait for the 20 minute mark to come up'. Is this incorrect? I saw a lot of players get hit, put up their hands, and immediately start walking back.
In any case, a 5 minute wait after being hit combined with 'Wait 10 minutes once you get back to respawn' could work out well. Players aren't spending a lot of time sitting around but they're guaranteed to be out at least 15 minutes, giving the other team time to capitalize on taking out a lot of troops at once. Having players respawn at pre-defined times can sometimes result in a sudden glut of reinforcements that can quickly turn a lot of firefights into unwinnable stalemates.
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Post by Livonia on Mar 7, 2006 17:06:17 GMT -5
i know what your saying about the medic thing jacko, i was following it, i got shot then sat around for a medic few minutes then i was grabbed by a swarm of RA, captured. yeah, i was mad that RA could just camp our spawn... but zorak has a strong point, too bad he isnt a sasquatch, or else he would look like this ;D ;D oh i love you zorak
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Post by Zorak on Mar 7, 2006 17:08:16 GMT -5
How'd you get my yearbook photo, you little punk?
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Post by Gestapo on Mar 7, 2006 17:44:38 GMT -5
MEU can do mighty powerful things.
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Darko
New Member
Posts: 16
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Post by Darko on Mar 7, 2006 18:58:01 GMT -5
With such a huge turnout and the cheap admission fees, this was not a bad event at all. The level of difficulty in hosting an event increases dramatically with the amount of people participating. I predicted and was ready for a late start, so no worries there. Game play was a lot of fun, but lack of knowledge for the exact "missions" is what created a lot of down time. A population cap would definitly fix this problem. It would allow for a longer briefing, and it would allow the "generals" to pass on information much easier. The more events you all hold, the more experience you will get; which will allow for better events in the future. Best of luck to all and good job.
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Post by monomer on Mar 7, 2006 20:03:15 GMT -5
In any case, a 5 minute wait after being hit combined with 'Wait 10 minutes once you get back to respawn' could work out well. Players aren't spending a lot of time sitting around but they're guaranteed to be out at least 15 minutes, giving the other team time to capitalize on taking out a lot of troops at once. Having players respawn at pre-defined times can sometimes result in a sudden glut of reinforcements that can quickly turn a lot of firefights into unwinnable stalemates.Happened to my squad towards the end of the game (final attack on the house) coming from the road to the house the DF spawned right after we passed them. We (all 16 of us, including 2 medics) were then surrounded - there was no hope. RA: didnt we have 2 saw gunners, I swear I didnt see one the entire game.
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