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Post by oneshotonemiss on Dec 21, 2010 21:19:39 GMT -5
RangerV (Vince):
So sorry for attributing your valor to someone else. Honestly, that was a hell of a move!!!!
I have really enjoyed our engagements since last August, except for our time in Lowell. Your buddies really lit our collective @#$$% on that day.
Hope you can make the Lansing rec game on the 9th. I will figure out some way that we can finally be on the same team.
One Shot One Miss
PS: Still love your rifle!!!!!
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Master_Oki_Akai
New Member
Minister of Indoctrination
The Urban Medic
Posts: 376
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Post by Master_Oki_Akai on Dec 21, 2010 22:41:51 GMT -5
As for the Medic's, I believe they need to be tweaked and maybe a written hand out be given to the folks playing the medic's. I had different medic's telling me different rules. Not good. Clarifications 1. Have the medic take 2 minutes to heal a person. 2. If you get shot while being healed by a medic, you are dead! 3. You can only be healed once per repop I think that would help balance the medic and stop some of the frustrating situations that happened on Sunday. I remember having a conversation with Canto prior to the game about people not paying full attention during the briefing and therefore not hearing their specialist role rules. Seriously folks, I know we're not the yell-and-cus at you types like on other fields, but really, stop with the chatter and pay attention at these briefings for chrissake! 1: With the addition of the "stabilization" and "support drag" mechanics, a few more minutes would need to be added to that if all you want is to see people slowed down. Plus it would require an increase in the bleed out time too. And it should be noted that most medics/players I meet don't seem to wear proper watches. 2: This was already in place. Thankfully I only lost 1 heal to this rule. 3: We tend to use the limited heals rule for specific locations or event types, though I think we may be moving into phasing those out... I dunno. But you can't really stop the frustration you saw by changing the rules around to make things harder for the other team, cuz they would make things harder for you too. BUT if what you're saying is true, and that your medics each had their own different ideas about what was needing to be done, then that would definitely be a real pisser! And you have my earnest sympathies. I think I may have to get into the habit of taking medics aside right after briefing and beating them over the head with what their job is.
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Post by Gunny87 on Dec 21, 2010 22:51:16 GMT -5
While we're on the medic topic, I only recalled being healed by Master_Oki_Akai, and Immortal's medic (Doomguy) but they were definitely complying with the medic rules and I also want to say since it looks like I forgot to say it in my original post that I also support the medic to player ratio and medic rules and think they should definitely be used for future games and they seemed to work very well on Sunday.
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Master_Oki_Akai
New Member
Minister of Indoctrination
The Urban Medic
Posts: 376
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Post by Master_Oki_Akai on Dec 21, 2010 23:02:04 GMT -5
I remember going through games where it was like 30-30 or 40-40 and there were only 2 medics per team. The players got so disenfranchised with the idea of waiting for the medics that they wouldn't even wait to bleed out or pay attention to notice that they had a medic right next to them. Just not enought to go around! So yay for 1:10
As for the heal time and method, as Canto said at the beginning of the game, we forgo the cards because it's cold, wet, we're mostly wearing thicker gloves, so the cards just become more of a pain than they have to be. So I am also glad we did away with them in this case. And my thinking is we will likely continue to do so for the rest of the winter.
It should be noted (and I've stated this before, I know) that folks need to be wearing watches. I now understand better that most folks like their watches and are therefore smart enough NOT to wear their good timepieces on the field. I get it. The one I was using (and Triggs too) was a $20 tough piece I found on sale at SEARS. So, maybe worth the effort?
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Post by glassarchitect on Dec 21, 2010 23:16:16 GMT -5
I've thought about getting something like this, and clipping it to my gear. Cheap, effective solution. I didn't even notice when I searched for an image that I linked to a POW-MIA watch
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Post by Chaos on Dec 21, 2010 23:22:26 GMT -5
Why can't you just count?
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Master_Oki_Akai
New Member
Minister of Indoctrination
The Urban Medic
Posts: 376
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Post by Master_Oki_Akai on Dec 21, 2010 23:49:17 GMT -5
Why can't you just count? We can, but that's because we're not like some of these kids who can't count to 60, or like others who count a minute into 30 seconds. Plus it won't be a matter of having a whole team asking one person what time it is and therefore how long to lunch. And if more people got their timing right, more complex strategies could be executed. It's cheaper to count on your own, but it's actually lazier and easier to let the machine do it. And that way, we can be sure that the timing is going to be right, not these cheating quick-heals.
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Post by Reaper_BloodBlade (Immortal) on Dec 22, 2010 1:50:40 GMT -5
I liked the 1:10 medic ratio, it helped keep the game moving. Master_Oki_Akai, healing me in the church with Green right on the otherside of the wall watching me was awesome, Pulling out the knife and killing him was epic A lesson for sure to always clear buildings, they thought they had it but never came inside to make sure and they paid the price My favorite play of the day was at the end of the last battle when me and Vhoorhies moved up on the church and took out about 8-10 guys to finish off the green team, It was one of the first games me and him stuck together and I was very happy on the damage we wrought around the field (the 2 guys in contractor uniforms) I know every airsoft game people have issues with hit calling. I somtimes am in a firefight and the other guy is swearing he is hitting me, or I make a move and I know I didn't get hit but the other guy is so sure I did. It goes the same way, I may think I am hitting someone, but I may not be so I just keep shooting till they get hit and call it or move. Many times that we are so SURE we hit someone we are wrong. Give other players some benifit of the doubt and you will enjoy the GAME so much more.
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Post by TheNelkie on Dec 22, 2010 8:51:41 GMT -5
The 1:10 ratio worked great. And yes, taking the healers off to the side and explaining the rules would be helpful. During the briefing I did not catch the rulee "if you got shot while being healed you die". I heard "if the healer gets shot while you are being healed, you are dead. Minor detial's that can make a big difference in the game. And I think watch's for healers is a must. In combat, a minute is a very long time and counting gets rushed. We are human, it happens Here are a couple of examples that happened. Nobody's fault, just not a firm understanding of the medic rules. 1. Using the downed person as a shield as they are being healed 2. Speed heals while under fire. On another note 1. I loved the maps! Great work. But is it possible to have enemies respwn point labeled on the map. There was confusion on the green team side and we attached Tan's respawn point thinking it was there base. Unfortunely for the green team, Tan had instant respawns and we got our butts handed to us. 2. I was getting very fustrated by respawn campers at green base. Yes, Tan killed all of green and the only action was at the respawn point, but give us a chance to get back into the field! There is not much cover to get out of the sandbunker and we kept getting mowed down! It hurt! I reply and give suggestion because I care. I do not mean to attack any one, but give feedback to make the game better!
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Post by Reaper_BloodBlade (Immortal) on Dec 22, 2010 12:00:04 GMT -5
We would push you back to your base and then we would fall back after youy were all dead, We tried to do this before your next respawn, if it didint work out oh-well it happens sometimes. Tan's spawn was hit really hard at one point and with instant re-spawn we held you off, but otherwise ours would have been over-run.
I think a tactical part of airsoft is to push the other team to their spawn and then withdraw afterwards, I see it happen in every game, tan kept guys back at the spawn so that Green couldn't hit ours and keep us back.
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