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Post by Connors on Oct 25, 2009 1:57:43 GMT -5
Wow. Twas one helluva night! There were a few minor hit calling issues, but I blame that on low powered spring guns. This event was fricken AWESOME! Even though I only played in about half the games, I had a blast. Running the Armory and whatnot with Fox's gf. Then when us SFOD guys jumped in, things just got even better. Fun games, good time, and many good moments in the dark. Immortal, always good shooting with you guys. You've quickly become another regular group with us. Immortal, you guys kicked major ass when you were the defneding team. I definately think you guys took point and won that challange. Which reminds, me you'll want to talk to fox about the prize for the group that racked up the most kills on zombies. Everyone got lots of time on both sides of the fight. Everyone played zombies a few times, and everyone defended and killed zombies a few times. I honestly think this event ran much smoother than some of our bigger ops, and everyone had lots of fun. And on another good note, today went much better with far fewer kinks than we planned for, which is a very good thing. Thanks to all who toughed out the bad weather in the early evening and saw the daynight through. Those who didn't come or couldn't make, it, ya'll missed one sweet game. Now, let the storytelling commence!
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Post by Silent Death on Oct 25, 2009 2:06:45 GMT -5
I had a good time. (besides the fact some poor ass fucker stole my propane adaptor). First coupple games kinda sucked dick, but after those, it was awesome. People def missed out on a fun game. I'd look forward to more games like this one, but not anytime soon. It would get old too quickly. Liked the idea of objectives they made everything go a lot faster.
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Post by Grimm(3.14) on Oct 25, 2009 8:41:51 GMT -5
A long long time ago, in a woods out in Davison..................ok, i guess that's not really what you were looking for. Yeah, it was a blast last nite Connors. Was nice doing something different and bringing back the memories of when everyone used those cheap old springers. I have nothing else to say. I totally forgot how much fun you could have with those...............but also how much they really really suck. I think as the nite progressed on, the games got better and better. But that's what to expect when trying new scenarios out. I give everyone praise for holding in there while the SFOD team attempted to work out the kinks to make the games that much better. Anyhow, I wouldn't mind seeing something like that again in the future, and rocking it out on your field in the nite time was freaking awesome. So great job to everyone that was out there, and great job working the kinks out SFOD and for putting on a hell of a game. See you all at the next event!!!
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Post by Guts and Glory on Oct 25, 2009 11:55:11 GMT -5
I'm glad this panned out okay, I'm depressed I didn't make it though. From the sounds of it, this seems like a great scenario. I hope SFOD host more events like this so I can make it. I've got a custom spring pistol coming in that would interesting to weild, as it has a 36 cm/18 inch slide.
Where were the main defender holdouts, or were the defenders always mobile?
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Post by Grimm(3.14) on Oct 25, 2009 12:11:01 GMT -5
Well, A majority of the nite was, the zombies had to invade the city, while 6-8 people had to defend it. I'd say a whole lot of defenders did not go into the city alleys much, since you could of had a arm coming out at you, or a zombie flying out of a door at you. But for the most part, defenders stayed in the "courtyard". Right near the "church". It was really the only way you could initially stay alive the longest, since the zombies had to cross open terrain to get to you. But there was always that chance you got flanked even out in the open. So really there was no "solid" defensive position. Then after about 6 or 8 rounds of that, along with SFOD tweaking the scenario as it went on to make it more enjoyable, they changed it up to a more "hunt the zombies" scenario. The attackers started outside, and had to hunt and destroy the zombies. Regardless, it was one hell of a nite of fun, and I think everyone were on their toes if you were not a zombie. They came from anywhere and "no where"
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Post by Guts and Glory on Oct 25, 2009 12:31:22 GMT -5
I figured a holdout would be the main city structure with one stairway up and three branching paths. I remember one walkway that is straight across from the stairs and leads to room. Basically a funnel zone for all 300 style games, especially if the defenders have a blockade in place. I recall a table that was used to cover half of the door.
Then again, I would've just used my hideaway spot.
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Post by Connors on Oct 25, 2009 17:14:46 GMT -5
Actually, we only used the ground levels for this game. No second stories were used. They were all boarded up.
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Post by Guts and Glory on Oct 25, 2009 17:25:45 GMT -5
Oh, I guess that would make it fair.
So, can you tell me how the armory worked?
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Post by Connors on Oct 25, 2009 17:59:50 GMT -5
Ok. everyone started with a spring shotgun with 4 mags, like the old UTG single shot ones that take the 20rd mags. certain zombies were givin different colored glowsticks. Each one corresponding to a perk. Which when obtained by the defenders could be cashed in for things. Zombies who ahd the glowsticks, if killed in the city, had to drop it in plce then they go to there respawn and get right back in the fight. If they were killed ad they were not in the city, they keep the glowstick.
Red was the bomb. when a player cashed it in, all zombies in the city were declared dead.
Orange was an instant revive. Basically, the revive worked in the way that, instead of you dying when tagged by a zombie, you go cash your revive in at the armory and go right back out.
Purple served the purpose of the random weapon chest. You drew a number out of a box and that number corresponded to an armory gun. we had spring rifles, ebb pistols, a couple lpeg aeg's and some spring smg's, all with their own number.
The green glowstick weas max ammo, which gave you a bag of a few hundred bb's and a speed loader. which you couls use yourself, or share with the rest of teh defenders at your descretion.
All the glowsticks were cashed in at the armory, which was the new church at the back of the city.
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Post by Reaper_BloodBlade (Immortal) on Oct 25, 2009 18:29:38 GMT -5
I had a blast. I was only able to stay for a little while but When We defended I had so much fun and racked up SOOOOO many kills. I was standing in the open ground in front of the main unit and when charged would just rack rounds into the enemy. My favorite kill was when I shot the zombie two steps from Piper's side, saved his ass. Did the same for Grimm exept the zombie had so much momentum he crashed into him. Grimm thought he was out for a sec before The zombie said he had been hit a step away I loved making recon runs into the city, the zombies were always so suprised when the would go into a building and I would be in there and blast them or when they would think they were safe away from the shooters and I would just appear, I think I startled a few zombies I want to know what the prize is for winning.
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Post by Guts and Glory on Oct 25, 2009 18:41:52 GMT -5
Thanks Connor.
Were the zombies able to drop the glowsticks when not dead? I can imagine a defender falling for an ambush.
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Post by Vulture (Immortal) on Oct 25, 2009 20:03:57 GMT -5
Thanks again for that Reaper, I was so close to Piper. Anyways, great game as always. It turned out to be the perfect night to cleanse the city. Thanks SFOD for another great game. You can always count on me attending your games.
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Post by Connors on Oct 25, 2009 20:42:36 GMT -5
No, the zombies only dropped their glowstick, if they had one, when they got killed inside the city. If you've played the Nazi Zombie game on COD: World at War, that's exactly how this event was run and played.
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Post by Guts and Glory on Oct 25, 2009 20:55:37 GMT -5
Yeah, I played it a lot, I just figured someone would've tried it.
Now there needs to be a pack a punch. It could require bb's or perk sacrifice. Imagine getting a grenade launcher. Could also be used for aeps/spring trishots.
Just throwing ideals out.
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Post by conscript ☭ on Oct 25, 2009 23:02:10 GMT -5
My crew had a blast, and aside from the first few games of defend the city, the whole thing was a blast. My only criticism would be the camping outside the armory in the open that was adopted by pretty much every group of defenders, well for obvious reasons that it was the best to avoid the hazards of the city. Because it was extremely difficult to advance on a ring of defenders, a lot of zombies simply stuck to the shadows and woods to try and move in, but because of that coordination between zombies was lost and the sporadic attacks rarely worked out. It also became disheartening when you charged the defenders only to get mowed down, which made those games last a bit too long. But once we gave the defenders objectives to move around the city, the game became fair, faster paced, and more enjoyable for everyone. I would suggest making some objectives in the city to force the defenders to move about while defending against the horde of undead, perhaps needing to hit timers, or maybe plugging lights back in and zombies able to deactivate lights to change up the environment in favor of one side or the other. Other than that, SFOD you pulled off one of the best zombie games this state has seen.
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