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Post by Grimm(3.14) on Nov 7, 2010 18:57:50 GMT -5
Well, I'll go ahead and start the thread on this event for us. I first would like to say thanks to the Hellfish for running and hosting the game, and of course SFOD for allowing the use of the field. I'm only gonna go with the good aspects of the game, as there was I thought only a few bad aspects (to which I thought were the usual of every event. i.e not calling hits (both sides were at fault as usual), the sides being a little uneven (can't control it I know) etc.....) I personally loved the objectives that both the teams had, the building of the re-spawns and the "Drug Cartels bench" were an awesome idea. Granted the placement of the U.S. building area was not the greatest (but hey, for it being a first for it, you don't really know where to start it or place it. "Trial and error at it's best" ) The whole having the U.S. team having to intercept and stop the cartel's trafficking was great as well. Made for some fantastic fire fights. The ideas for having to gain Intel and shoot the labeled signs was a cool aspect as well. Gave something new for the game, the only thing I can recommend is maybe having a mod more closer to them in order to keep an eye on what gets hit. And the pictures and the objectives folder was well though out and was definitely a very great idea. I actually kept the U.S. folder just for a souvenir of sorts for the game. All in all, I had a blast as always and it was great to see everyone again. Fantastic job by both teams, and hopefully see everyone out on the field of battle again!!!!! I also want to personally thank the few members of the cartel that swapped to help even up the sides a bit. It was greatly appreciated!!! Just thought I'd throw that in as well. P.S. Knief, I have a neat idea that I'll toss to you if you want to incorporate constructing things again.
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Post by Kiki on Nov 7, 2010 19:40:00 GMT -5
Thanks for the kind words. This was our first attempt at a MilSim game, so I apologize if we had some little issues. I hope such issues didn't ruin the day for you all, I promise we'll do our best to fix them for future events.
So first things first, I had a great time as a ref for a good portion of the day (I had to leave early towards the end), and it sounded like most people I talked to were having a good time. I didn't run into any issues of hit calling, so at least nobody complained to me about it I have nothing else to say...
Anyways, as long as SFOD is okay with it, I think we'd like to hold another MilSim event in the spring. So if any of you guys have suggestions for us, please let us know. At least let us know what you guys liked and disliked (yes, I realize that the initial US base placement wasn't the best... that's something we will for sure fix).
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Post by SPYD3R on Nov 7, 2010 19:46:13 GMT -5
For a first attempt, AWESOME. Some "glitches" in the beginning, but that was quickly fixed. Overall, I had a blast and really enjoyed the event. And as always, it was good to see everyone, and even put a few names to some faces. Looking forward to the spring!
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Post by Ike on Nov 7, 2010 19:53:34 GMT -5
For a first attempt, AWESOME. Some "glitches" in the beginning, but that was quickly fixed. Overall, I had a blast and really enjoyed the event. And as always, it was good to see everyone, and even put a few names to some faces. Looking forward to the spring! Hey Spyder, are you missing something? A Galil perhaps? Anyways I had a great time, I thought that the entire game was well-thought out and it was obvious that a lot of planning went into it. Running drugs for the cartel was a blast and there were a lot of awesome firefights. It was definitely the best game at SFOD in awhile and I look forward to the Hellfish' next MILSIM.
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Post by SPYD3R on Nov 7, 2010 19:55:55 GMT -5
^^yes^^
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Post by Ike on Nov 7, 2010 19:56:59 GMT -5
Kurt (thewolf on MIA) has it. It was left on his table by his car at the end of the day.
Just curious, how do you manage to forget an entire gun? ;D
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Post by Kurt 19D on Nov 7, 2010 20:06:41 GMT -5
Had a great time! Thanks Hellfish, you did an awesome job as usual. Having played on the cartel side half that day wondering why the U.S. forces seemed to be floundering a bit then switching sides.... you guys were dealing with less players and having to walk up that damn hill every time you were hit. Considering that, both teams did a great job.
So who won??
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Post by SPYD3R on Nov 7, 2010 20:08:48 GMT -5
Kurt ( thewolf on MIA) has it. It was left on his table by his car at the end of the day. Just curious, how do you manage to forget an entire gun? ;D Well if truth be known I have a terrible short- term memory due to a head injury - not joking. But I appreciate you guys grabbing it for me . Thanks .
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Post by DeathDealer on Nov 7, 2010 20:11:54 GMT -5
I had a lot of fun today as well and I would also like to thank the Hellfish team for organizing today's game. My thoughts on today were that I liked the idea of the US Forces having to construct thier own spawning point. The idea for the folder of pictures of the locationg for the intel was pretty cool. The objective of having to drop off the drugs for the Cartel side of things was interesting and it made for some good firefights as well. All in all in my opinion it was a very well done milsim game with little issues that only happened near the end. On a side note I'd like to make a shout out to Pipers for being an awesome CO with the only problems from some soldiers who wouldn't listen, I had fun being your bodyguard for most of the day and probably the Vice CO...I have nothing else to say. I would also like to thank the Hellfish for letting us move the spawning point in the begining as well.
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Post by TheEnd on Nov 7, 2010 20:26:14 GMT -5
I had a ton of fun today. Overall great game. This was my first time at SFOD and I really enjoyed the field. Big enough to move around, but small enough to keep the action going. The only issue I had all day was the border of the field by the house. It wasn't clear where the in and out of bounds areas were. It didn't actually cause me any trouble but I spent a lot of time watching an out of bounds area for targets. That was the only trouble I had all day.
I would like to thank the CO for the cartel team. You did a great job keeping in contact and telling us what we needed to be doing. Great group of guys today. I didn't have any issues with hit calling and I saw a lot of kill rags being used which was nice.
Great game Hellfish. I'll be there for the next one.
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Post by arguablycrassic on Nov 7, 2010 21:53:32 GMT -5
My first large scale game, and I was impressed up and down. I had to leave towards the end, had some other things to do, so I'm still not sure who won, I know that the Cartel was in the lead when I left.
That field, was, awesome. Please, PLEASE have another game there. The varying degrees of height and cover was awesome. especially the fox holes, my personal hangouts. The only problem that I had with the game were instances of not calling hits, but that's not something wrong with the gameplay.
On the matter of objectives, I loved the fact that we had to construct stuff before actual play, it gave a great variety in gameplay. I personally would like to see more variety, maybe constructions, deliverys, AND maybe some sabotages?
It was great finally being able to put faces to names, and the game was managed very well. Thanks Hellfish, and thanks to the owner of the field as well.
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Post by Gunny87 on Nov 7, 2010 22:15:45 GMT -5
Alright first off I definitely want to thank the Hellfish and SFOD for hosting a great game today. The objectives were definitely well thought out, and definitely some of the most interactive and creative objectives I've seen to date. Also thanks Hellfish for being the first event hosts to my knowledge to really break the tan vs green by putting them on one team. And because it was camo vs non-camo I personally never witnessed or experienced any friendly fire issues. Some suggestions for the next game... shooting targets Definitely a great idea. However with them being right on top of our base/respawn location it ended up causing a spawn camping issue which with just like 12 of us that were defending the base against the onslaught of the Cartel that was pushing up the hill, even after respawning within 30 seconds of getting back in the game we were all dead. I would suggest moving them a little further from base/respawn so when a side respawns they don't get killed right off the bat from spawn camping. U.S base location: Now I understand the original idea for the U.S base/respawn location was meant to be in the middle of the field so that the U.S Forces would be able to get to both sides of the field to keep things even. Unfortunately even though we had the high ground, we had no cover due to the lack of vegetation, and with where the Cartel's respawn was in the city it didn't take long for the Cartel to absolutely destroy us which they definitely did so within the first ten minutes of the game. But after the issue was addressed and our base was moved to the 2nd location. It definitely alleviated the problem. Another slight issue that I think can be solved was that I think in order to even some things out a bit, I think it definitely would have helped out if the U.S forces were able to insert on the field in two locations originally from the beginning 1) over on the side by the house, close to where location B was. 2) Where the 2nd base was moved to. (Over by the target range) I think if the U.S forces inserted from both sides that would have helped. As for some suggestions for next year I've got a few suggestions which you guys are totally free to use however you want. Or not use... I have nothing else to say The City I'm not sure if it was due to to us being outnumbered or the Cartel putting up a great fight which they did, but I would have liked to see the city being used a bit more in the game, than just an area of operations for the Cartel. As the U.S forces never were able to penetrate and insert into the city. What I suggest is that the City be used almost like a real city. With role players and the Cartel having to make drops to the civilian/role player population. And then having their drug lab and respawn outside of the city. Such as at the fortification near all the pine trees. Then using the city like how the village was used in Black Eagle 3 out at Bangor over this summer. Where both the U.S Forces and cartel can simultaneously be in the city but as long as the Cartel members aren't armed, (or are concealing their weapons such as a pistol or SMG) they can't be engaged upon. But if that sounds too hard to make it work then keep everything the same as this game but just move the U.S's respawn base over to the D-day side where that one fortification is up at the top of D-day over towards the back of the field. Then letting the U.S insert on both sides of the field. Oh and it was great playing with everyone and a pleasure shooting with Deathdealer, and Tank and Spyder_1, and everyone else on both sides. Looking forward to playing this game again next year if the Hellfish host another one!
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Post by Guts and Glory on Nov 7, 2010 22:19:16 GMT -5
Since I wasn't able to go, I have to ask, did the hornets lead a rebellion again?
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Post by M.S.-ARC on Nov 8, 2010 19:22:04 GMT -5
Thanks to everyone that came. Also thanks for the suggestions and criticism for improvement. We want to continue to bring out good events for you so if you guys have more ideas for improvement or cooler things you'd like to see, just let us know.
Thanks to SFOD for giving all of us access to their field. We would definitely love to come back again.
To those who took pictures, post them when you get a chance. +1 if you got a picture of king and his mustache.
Also for those who were wondering, the cartel team won the game. I think it really came down to the numbers game especially at the end. It was a close one throughout the day though. I think knief has the actual score.
EDIT: Woo hoo! 3000.
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Post by Knief on Nov 8, 2010 19:31:14 GMT -5
Sorry I'm late to the thread, it always takes me a full day to recover from these games.
First off, I want to give a huge thank you to everybody who came out and made this a great game. I say it every time, but it's too true. The Hellfish couldn't run quality games without quality players, and this group was no different. We're always just floored with the high level of sportsmanship that we see at our games on a regular basis.
I always want to give a huge thank you for the US side not stringing me up by my thumbs for the location of that first spawn point. I can't apologize enough for that placement. I planned it out for different circumstances (US sign-ups out numbered Cartel sign-ups 2:1 and there were leaves on the trees), and should have had the foresight to move it that morning before gameplay started. I did my best to get it worked out for you all as quickly as possible, and I hope that it didn't ruin anybody's morning.
I have to say, I heard a lot of complaints about hit calling, but none of the refs actually saw people not calling their hits. It seemed like part of the problem was being able to see targets a long way away, since all of the foliage had fallen, but not being able to reach them. It's one of those cases where people seem closer than they are because you can see them easily, but you just can't quite reach them.
We learned a lot about how to run this scenario. A few people gave great suggestions for next time during the game yesterday, and there has been another couple of them in this thread already. As long as SFOD lets us, we'll run an Op: Pelea de Manteca Dos next spring or summer, and hopefully we'll have all of the kinks worked out of it. The builds won't necessarily be easier, but the tolerances might not be so tight so if you build them a little wrong, they'll still work. The respawn targets will be set off a bit further from the respawns. We might throw in one or two more side objectives to change the flow of the game. We'll adjust the lunch set up to find that mix between not killing game play and not making people starve. I'm also buying a big role of caution tape and solidifying the boundaries.
And I think the big one will be trying to find a way to even up the teams. It looked like the US forces were going to have the numbers advantage right up until the week before the game. But when they were outnumbered on game day, they were fighting an uphill battle for sure. As much as we can, we'll try to keep things balanced out for
Things we absolutely will keep for next time:
Awesome CO packets. I had a lot of fun making those and they seemed like a big hit.
Full scale builds were awesome, but might include some brief instructions (US side, I'm looking at you).
Weighing and measuring drugs. It was just heavy enough to be obnoxious to carry without being so heavy that you couldn't run'n'gun.
The white board for briefing made it a lot easier for me to get through the information quickly and completely. I'd like to get a second one (or two) and post them as kind of a scoreboard so each team can check on how they're doing.
All in all, it seemed like a good day, and like most everybody had fun. If you didn't, please let us know what you didn't like and we'll do our damnedest to fix it for you next time. If you never tell us, we can never give you all the level of gameplay that you deserve.
Cartel won the day. I don't have my notebook in front of me, but it was something like 45-31. The US forces left a lot of points on the table when they weren't able to penetrate the city. By my count, you still could have gotten 5 points for shooting the C-6 target, 10 points for capturing the Cartel's computer, 15 points for executing the Cartel CO, and 1 pt/Kg for all of the recovered drugs (they had about 45 lbs left). Right up until the US forces were repelled, they were very much in the game despite all of the adversity they faced. It was a hell of an effort throughout the day from both teams.
[edit]
One last things. Props to the guy who hit (but didn't penetrate) that C-6 target from a mile and a half away. That was a pretty amazing shot. The 4 or 5 of us who were milling around under the target were a mixed bag of impressed, shocked, and a little frightened.
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