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Post by Tino on Sept 26, 2010 23:24:20 GMT -5
First and foremost I would like to thank team T.E.S.T. and AmpAir for hosting an awesome event. I had an awesome time and I speak for the rest of the Crew when I say we WILL be back next year.
I only had one complaint so lets get that out of the way first: During the second half when the police were infiltrating Capone's stronghold (the Lexington) and we were told to retreat causing us to lose ground and try again. Then we had at least 50 police surrounding the Lexington near the ending of the second half. Just preparing ourselves for the final push to capture Capone when all of a sudden (and out of nowhere) we were told to fall back to our respawns!!! WTF!!! There now that I am done venting about something that is, and was, completely out of my control we can onto the highlights.
I really don't know where to start. The event was great, the staff was great, the Mayor was cool as hell and over all I rate this event 9/10. My personal highlight of the event was when Kazz, Archrival and myself were approaching building #3 due to hostiles being present. We entered the building and I told Arch to shift left (which he did VERY well), Kazz and I continued down the LONG hallway which seemed to be littered with multiple rooms on either side. As we advanced from room to room clearing rooms and cutting the pie (thanks Kustom) we ran into a road block. There must have been 10+ enemies in the next two rooms (or at least it sounded that way). I advanced to the closest cover that I could have possibly advanced to and layed down some cover fire...here comes Kazz hauling ass with the good ole' Tornado! Safe to say I thought this eliminated the hostiles but I was wrong. As I entered the last room there was one last Mobster. I cut the pie perfectly but unfortuntaly he scared the shit out of me and I shot within the engagment limit so I called myself out.
During the first half we had the mobsters outnumbered at least 2-1 (which T.E.S.T. later resolved). The Mobsters were given instant respawns to compensate for there handicap. Even though they were out numbered there were very large waves of dead police returing to respawn everytime that I did (which was a lot). The Mobsters ALMOST had the mayor on two different occasions. I personally halted one attempt by "banging" two Mobsters for the save. After I seen this happen I vowed to no let it happen in the second half. HIGHLIGHTS FROM THE FIRST HALF: 1. Seeing Timm destroy six police while dual wielding (I think) M1A1's. Afterwards letting out an awesome battle cry. You would have to have been there to see it. 2. Clearing the Speakeasy with myself and Tank while having support fire from our team. Then taking back three prisoners at the same time (not by myself).
After lunch and the raffle (which was the best raffle I have seen handsdown) we resumed our event with the teams being even. I put together an all out assault on Capone and his men by compiling the best fire teams that we had (thanks WOLF and Cry Havoc+ multiple others). There were a couple of times when there was controversy about the refs telling the police to fall back when we were firing into the base to capture Capone that could have faltered our attempts of capturing him right then and there. Although we were unable to capture Capone (until the very end) during this push it did allow us to capture every objective in the second half except for one. It also allowed me to set up a defensive perimeter around the city which was only penetrated once but never infiltrated. Then there was the final battle...As the mobsters approached our city they were met with extreme force. After slowly dwindling there forces to nothing but Capone and two henchmen we moved in for the kill. Laying down extreme cover fire, Legend from WOLF moved in for the kill. He advanced to the base where Public Enemy #1 was at. Legend knife killed Capone's henchmen before finally knife killing Capone himself. That was it...he was captured. We returned him to the Mayor where we were awarded with the bounty and the game was over!!!
Had a hell of a time. It was great to see familiar faces along with new faces. To everyone that was on the Police force great teamwork was displayed and we did what we had to do! To the Mobsters...better luck next year!!! jk
~Tino
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Explosives On Hand
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Posts: 670
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Post by Explosives On Hand on Sept 26, 2010 23:52:47 GMT -5
I wish I had been able to make it to the first OP: Street Wars, so I could use it as a benchmark. Personally, I thought this event was one of the best I've gone to. Not without its faults of course, and not without questionable hit calling. Miss communication is going to happen, and some dishonest assholes happen to play airsoft. Short of that, the event was excellent.
Things I Liked:
1. Event Staff - From the sign in, chrono, briefing, organizing game play and reffing, the staff at Street Wars II was on the ball. Even with a few rule changes, quite possibly one of the best run events I've ever been to. It felt like TEST had just enough refs to manage gameplay without being too overbearing. And since the field provided its own check in staff, things ran very smoothly.
2. Objectives - Although not quite as many as I would have liked, the objectives were decently creative and very well placed in the field. Police made it difficult for them, as we held the majority of the field for most of the game. Between the holding, transport and timed objectives, along with the CO and XO captures being worth big points, the objectives had me running all over the field. They never really got more complicated then one objective with one or two destinations, but they still accomplished the goal of creating huge firefights in just about every major part of the field. Major bonus points in fighting the perfect medium for the game.
Things I didn't like:
1. The Utterly Bombastic Briefing - Certainly got the point across, so for that it works. They certainly picked the right person to do it. However, the threats of physical violence and stealing; which is more or less what that amounts to, is just something you cannot do in that setting. Serious negative points for that one
2. Sudden Rule Changes - The complete mess in the second half regarding rules about Mobster respawns were quite possibly the worst thing about the event. The rule changes I can understand, but they were arbitrary and not at all communicated. It seemed a single ref working near the Mobster respawn took it upon himself to balance the game, and did not communicate his efforts to players or other staff. This resulted in players not knowing the rules had changed, and in making decisions based on the previous rules, only found out about the changes when encountering a freshly respawned team they weren't expecting. As much as I can understand from the staff's point of view that the fight desperately needed to be balanced, not warning the players first was an instant cause for contention. In addition when I spoke to A4 about the issue later, he had no idea about the exact rule change or the fact that it created such a problem.
3. Lack of Medics - Personally, I like medics. Playing one is fun, and it keeps players playing longer, and reduces the boring trips back to respawn. The lack of medics in this game was a bit of a downer in that several of the times I was killed, a medic could have saved me before the 60 second bleed out time had finished. The addition of medics could have made the game a bit better, but introducing them brings a series of negatives as well. Perhaps they'll try it next year.
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Post by SWAT A4 on Sept 27, 2010 0:27:34 GMT -5
The negatives listed here were issues I was dealing with all day; and completely agree with. We ran 3 chrono's and still had trouble keeping the line down; we were expecting 90; we had 177. The numbers from the very beginning caused issues as everything took longer to get started. Uniforms were a another huge problem. The briefing was done by the field; and not by my staff. I only stepped in for a second and don't know what was said. :/ I apologize. We had a briefing written up; but the field took over. Now, for the big one... The rule changes/ spawn camping / base assaulting... etc. I don't have anything to really say about that. I gave the mob base orders to cancel out one respawn if the base was under attack; and if they didn't get capone within that 15-30 minute attack (starting from the time the first bb was shot into the hotel) I told him to ask the police to back off so the mob can respawn... (they paid to play too, and they were stuck sitting out) It sucks for both teams, police couldn't overrun the base and get capone; mobsters were stuck sitting out of the game. Next year, We will have the same headquarters, but the respawns will be a remote location and will fix this issue. I couldn't change it that late in the game. If I let the police take the mob base; the game was over. Also, we had a few more missions that we couldn't get off. We'll set some more rules in place. Commanders were stationary; but to help with captures; we had missions that made capone leave his base... (which caused a few additional issues) Lesson learned. We learned A LOT from this event. -- Streetwars 1, we didn't have any issues with this so it was something we were unprepared for. ON another note; I thank everyone that came out. The turnout was impressive; and next time we'll be doing pre-payments so we don't have any uniform or team balance issues. We had over 90 walk ons unexpectedly. Medics will be in place next time; to help encourage people to follow the rules and wait for their "bleed out" time.
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Post by Tino on Sept 27, 2010 1:29:24 GMT -5
Swat don't sweat it bro, you did GREAT!!! I loved it and you're going to have little quircks and what not every time you host an event. You adapted superbly in my opinion, I can't wait for the next one!
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KiloMike
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Posts: 494
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Post by KiloMike on Sept 27, 2010 8:35:16 GMT -5
I had a great time in all. Being pinned in the mobster's spawn I thought was rediculous. (sorry for the complaining) It really wasn't fair. I think both teams should have a rule that they can't come within 100 yards of each spawn point. Other than that I had a great time. The refs did a great job, +1 to all of you. Favorite moment was when us (mobsters) did a full out rush on the speakeasy. CHARGE!!!! I have nothing else to say. Lots of fun. Capone shall never die. To the cops good job on your victory. The good sportsmanship was the best part. Good game well organized and hope to be there again.
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Carvin
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Team Cry Havoc
Posts: 105
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Post by Carvin on Sept 27, 2010 11:36:57 GMT -5
MVP: Tino
Awesome job as C.O. Reasons (in order): 1. Kept his team from whining/complaining/negativity (myself included) 2. Kept his team very well organized 3. Macro tactics were phenomenal
Spaz and Chavo: Once again, AMAZING running with you guys. I love having a team where I can make hand motions that I don't even think make sense and you know exactly what I'm telling you. Heck, most of the time I don't need to say or do anything because we're on the same page.
Also, it's great knowing that if I see a large group of people who don't seem to know what to do, I can split the three of us off, each take a group and work together as multiple temporary squads.
Beener: Good job keeping up, man. You were hanging with us pretty well. It's a shame you were down to side arm for hlf the game, but that's just a technical problem.
WOLF: I enjoyed the few runs Cry Havoc had with you. I'm pretty sure when our squads both smashed up the middle, we killed 85% of their team.
Munster: Good raids. I remember seeing you manage to get nearly a whole squad behind the Lexington before the main assault.
Field: 10/10 Organization: 10/10 Rules: 8/10 (Spawn points in objectives = bad idea) Refs: 10/10 (Except for one guy posted at the Lexington) Sportsmanship: 10/10
Overall: 9.5/10
I will be back next year!
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Post by Munster on Sept 27, 2010 11:42:42 GMT -5
Thanks to Team TEST and Ampair.net for hosting a really fun game!
Blast camp is an awesome field and I speak for many of the Kzoo Crew when I say that its one of the best fields in the midwest!
I agree with EoH that the briefing was unprofessional. I also agree with Swat A4 that moving the respawn areas away from the base will solve pretty much all the issues that were had by players this year.
I never have much issue with Cheating, that's why I carry a high-cap....
The Mobster side played with honor, and there was great action all over the field all day, but...
I have to give props to Atomic and Tino, for co-ordinating a brilliant plan of attack which resulted in ultimate victory for the Police.
I also have to say, "Great Job!" to all the members of the Kzoo Crew, who showed up 30 DEEP and became a wrecking crew out there on the field. Legend, you have now earned your callsign by becoming the guy who knife killed 2 mobsters and brought Public Enemy #1 back to the mayor! You also collected the $21.00 bounty. Nice.
While I enjoyed myself for the entire game, the "Final Battle" at the end with no respawns amounted to the most epic game of speedsoft I have ever played. And the final charge at the end, where 30-plus Police converged on the graveyard was one of the coolest airsoft moments I have ever seen...
What really made it worthwhile was shaking Canto's hand and telling him "Good Game" after it was all over, and him replying.."Good Game, but don't touch me, I still don't like you."
No hugs?
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Post by glassarchitect on Sept 27, 2010 13:18:18 GMT -5
I'll definitely have to write more later. For the moment though, I especially loved the mass exodus of the Mobster's base with the goal of moving operations to the speakeasy. Apparantly the day was near an end, and once we had the speakeasy completely locked down, we were instructed to assault the Police H.Q. We unfortunately backed ourselves into a corner in the graveyard while trying to do so, but it was still quite an epic last stand. Once we realised it was the last mission of the day with no re-spawns, we brought Canto out from the safe-zone to orchestrate the final assault but it was unfortunately too late. Though, I love the fact that for most of the second half of the day the Police were chasing after who they *thought* was Canto, while he was actually in a completely different location. Much thanks to Incendio and Ryan for running around as Canto Doubles. It was definitely a unique plan that worked quite well until the very end. Even when we were cornered and bang-killed, it took a moment for Canto to be discovered ^_^
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Post by sleepyzombie on Sept 27, 2010 19:36:19 GMT -5
Keep in mind, despite gripes here and there, I had an amazing time. Mods, you guys did a great job. It's just unfortunate that is kinda got out of control. The age cap was definitely not in place. When I asked a mod at mob spawn I was given the explanation that "Blast Camp won't say 'no' to money". Which, given the economy isn't that bad of a philosophy. But seeing a kid that I'm betting is well below the age of 12, kinda irritating. However, many of the kids were willing to learn from more experienced guys, and I kinda admire that.
Being with the mob, it was a little more than inconvenient in being surrounded.. Too much cover for them to hide. I like A4's idea of moving the spawns away from HQ.
The rule changes were meant with good intention but could got a little confusing. Being unable to respawn was a huge pain in the ass. For those who're curious I was the "I could really use a BJ right about now." guy. Interesting convo to get while getting shot at. However, getting into cover after the spawn and killing the last cop in the base at that point made me hit my second wind.
Towards the end of the game, there was a lack of hit calling, which was unfortunate, and a lot of people firing their guns well within the 10 foot range. There was also a little blind firing (Seeing as I almost lost a tooth to it). But you know, with that many people and that many NEW people, It guess it's kinda unavoidable. Mods, once again, I don't blame you. It's not like you're from krypton or something.
Overall, SWII was a lot of fun, and I look forward to going next year.
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Carvin
New Member
Team Cry Havoc
Posts: 105
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Post by Carvin on Sept 27, 2010 21:25:15 GMT -5
I'll definitely have to write more later. For the moment though, I especially loved the mass exodus of the Mobster's base with the goal of moving operations to the speakeasy. Apparantly the day was near an end, and once we had the speakeasy completely locked down, we were instructed to assault the Police H.Q. We unfortunately backed ourselves into a corner in the graveyard while trying to do so, but it was still quite an epic last stand. Once we realised it was the last mission of the day with no re-spawns, we brought Canto out from the safe-zone to orchestrate the final assault but it was unfortunately too late. Though, I love the fact that for most of the second half of the day the Police were chasing after who they *thought* was Canto, while he was actually in a completely different location. Much thanks to Incendio and Ryan for running around as Canto Doubles. It was definitely a unique plan that worked quite well until the very end. Even when we were cornered and bang-killed, it took a moment for Canto to be discovered ^_^ Very well put. I would definitely say that the mobsters' best assaults were on speakeasy. Also, Canto was impossible to find. Him having body doubles is both awesome and a good explanation for why he was so slippery. Well played by both teams overall.
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Post by SWAT A4 on Sept 28, 2010 10:59:55 GMT -5
I will say that we learned a lot from this game.
Things for next year:
1. Prepay (Will fix uniform issues and age issues) 2. Spawn point not attached to headquarters. (Will fix base assaults) 3. Hit calling - we'll spread the staff out more. With suits on, it's hard to feel BB's sometimes. They dont make noise like tac vests when they're shot. 4. Medic rules (Les cheating, and people will wait the bleed outtime making captures easier too. )
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Grizzly
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Post by Grizzly on Sept 28, 2010 15:15:55 GMT -5
By far the best game I've EVER been to. Lots of fun, Atomic was super cool, and the urban/rural combat mix was amazing! I had lots of fun trying out my new M16A1 and my Vietnam kit. That gun works great, despite being dropped twice and stepped on once. Greta combat moments, I had 4 kills, one at 110+ yards, and I took one prisoner. I know it wasn't the point of this game, but it was still fun and exciting to get a kill at 110 yards with an AEG that only clocked at 300. We accomplished most of our objectives, but got rushed when trying to hold the Speakeasy, forcing us to pull back to our spawn point, where we were to make a final stand to protect Atomic. I left during this time, but still felt satisfied. Overall, I give this one a 10/10. The raffle was great, especially after hearing so many complaints about it being rigged last year. My friend one an AK, which is great because he is on low income, and this is one less spare gun he will have to buy. I actually bought three tickets, and gave him the one that won. Ironic.
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Post by Maverick on Sept 28, 2010 16:53:01 GMT -5
Let me start by saying thank you to all of the people that put in the hard work to make this game happen. I know it is not easy to plan an event, especially such a large one with great role-players and props.
However like others have said there are points that need to be addressed: - The spawn rules were not well communicated among mods and players. At the briefing we were told that shooting into an enemy base would not allow them to spawn. Several instances myself and a large number of people were attacking the hotel when the ref allowed them to spawn the entire mob team in our face. Then the rule was made up after that dilema only allowing us to delay one spawn wave. This rule would have been perfectly fine, except we were not told until the time limit was up and there was nothing we could do to alter our plans to fit this rule.
- We were told on the police side that our CO was to be stationary the whole game, and come to find out later the mobsters were told it was just not advised for the CO to move. This information would have altered our Capone hunt and helped with our mayor protecting strategies.
- Finally the attitude and actions of some mods was ridiculous. One of my teammates was shot by a ref as well as physically pushed. I was subject to a yelling argument with a ref who was changing the rules as the game went on, and then admitting he was wrong after time. The physical contact and shooting of my teammate is way past acceptable behavior by a mod, and the argument I had to be a part of crossed the line as well.
- Finally there were a few individuals who wore camo on the mobster team and were a pain before the armbands. There was one instance where an individual wearing a green ghillie top and woodland pants walked casually behind our lines and started shooting people when they dropped their guard. (Camo was on our side, the police) Other people would claim they were cops when they had questionable uniforms and then shoot us when we took their word for it, even if we had the dead drop on them.
Again, as others stated, moving the spawn away from the main base, enforcing uniform restrictions, and implementing a medic system will greatly reduce these issues.
However, I had a lot of fun at the game and think it will be loads better when these issues get resolved. Sounds like SWAT A4 already has solutions for most of the issues, so we will see how much better this event can become.
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Post by glassarchitect on Sept 28, 2010 17:46:50 GMT -5
Honestly, it's a dumb idea to keep shooting into a base if it's going to postpone a spawn. That's bordering on spawn-camping.
The CO's did have to remain stationary. When we moved our base to the speakeasy, we had to hide Canto because he could not come with us. Any time the police were getting reports of him in several different locations outside our base, it was one of his body doubles.
While your teammate should not have been 'shoved' (I was there and it wasn't anywhere near a shove) and shot at, he also shouldn't have shot my teammate from 5 ft. away through a window, and in the head for that matter.
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Post by Chaos on Sept 28, 2010 18:33:06 GMT -5
- Finally the attitude and actions of some mods was ridiculous. One of my teammates was shot by a ref as well as physically pushed. I was subject to a yelling argument with a ref who was changing the rules as the game went on, and then admitting he was wrong after time. The physical contact and shooting of my teammate is way past acceptable behavior by a mod, and the argument I had to be a part of crossed the line as well. - Finally there were a few individuals who wore camo on the mobster team and were a pain before the armbands. There was one instance where an individual wearing a green ghillie top and woodland pants walked casually behind our lines and started shooting people when they dropped their guard. (Camo was on our side, the police) Other people would claim they were cops when they had questionable uniforms and then shoot us when we took their word for it, even if we had the dead drop on them. I'm so tired of people bitching about this incident, your team mate didn't call his hit so the ref asked him to call himself out, he refused, the mod shot him in the gear and told him that he was now hit wither way. Maybe he shouldn't of pushed him or whatever but they were both at fault. Coming to the mods and bitching up a storm didn't help in the least, this time he questioned the wrong guy and was screamed at as well as escorted off the field. It could have been handled better on both sides. LESSON LEARNED. As for camo problems, they got twice as many people as they expected...what can you do? I don't know if you've ever hosted an event, but shit happens they did thew best they could and have already said prepay only will fix this next year. TEST did everything they could, what went wrong wasn't under their control and can't be changed.
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