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Post by Gunny87 on Jul 12, 2014 18:39:09 GMT -5
Alright figured I would kick this off since I was technically the first person to be back from this event. First off I want to apologize for leaving tan high and dry without a C.O. for the second half of the day, but unfortunately I decided not to play the second half due to starting to feel hydrated/heat sick. Even drinking at least two liters of water within the first half wasn't enough apparently. I would like to thank Mosin, Mirage and Marshy of RAGE for hosting this event for us. This was the first time that I recall Hell's Survivors ever being available to us airsofters outside of the months of November through March. So having this field available to us in itself is really cool! Over-all good things: 1. The events seemed to start on time from what I re-call and this is hard to do as event hosts so great job guys! 2. The teams seemed to be pretty balanced, at least in terms of over-all numbers. 3. No hit calling issues, at least that I heard of or personally experienced. 4. It didn't rain!?! At least during the first half. My comments will have to do with the first half of the day mostly since I left after lunch. "The Plan"The Good:Overall this was my favorite objective of the day based on what I played. I just want to say good job to green for defending the City very well from us. Attempting to take the city from the northern side of the field is extremely difficult to do between the terrain, lack of good cover, and choke points. We immediately moved to take the two control points (Firebase Bravo & Area 51) since we figured those going to be the easiest/quickest for us to take initially. Trying to take the village by force was definitely tough, and that was obviously intentional. For pretty much this whole part of the game green was defending the city very well and if it wasn't for the "air drop" that put X and his squad behind green, well we may not have ever taken the village. Although tan, good job flanking from the top of the hill and moving in on green's left flank. Instead of being sneaky and trying to insert our pamphlets into the areas we were ordered to, we basically took those locations by force which I'll get into why more in the next section. The bad/uglyFortunately not too much here. 1. The ROE regarding unarmed combatants and being able to go about the field without being engaged right away I think is a great idea in concept, but is tough to execute simply for the fact that when you see the opposing team walk into your territory, you're automatically cautious and are distrusting of them. It seemed that as soon as we sent people in they were getting searched which is perfectly fine since it's allowed, but it made using this option very difficult. And the same happened when two green guys walked up to us. This seems to work best with role players or a team that's not wearing a green/tan loadout. I think it will really work if there was a game where one side was civilian and could operate throughout the entire field, but I know we all want to use all that gear and pretty BDUs that we put money into so I understand this. Personally I like the whole role player/civilian load out so if one side were ever to be like this (outside of RAGE's other events where they had role players), I'd be down. 1.5 So with the being an unarmed combatant, I got shot while being completely unarmed (not even concealing) and a group of 4 or 5 tan guys all got shot while also being unarmed. I was informed by Mosin that there was a complaint that we were using our unarmed guys as human shields which I never saw first hand, but I did advise the whole team not to do this after it was reported to me. 2. Searching a player. Ok so here's how Mosin explained how it was supposed to work. "Despite what the team camouflage pattern is, if a player is 100% unarmed and you engage, your team will lose 1 point (This must be in the presence of a moderator). If players are attempted to pose as “Civilians” in order to sneak past your lines, you may choose to search them. In order to search them, both you and one other friendly player must escort the person in question to a location, where all three of you will be unable to discharge your weapons for 3 minutes. This is to simulate the time it takes to do a good pat down. If a player is carrying something, he/she must forfeit that item at the end of the 3 minutes. If a player is attempting to be sneaky and hide a pistol, he/she must draw on the other team wishing to search him/her immediately (I.E: Not 2 minutes into the “search timer”). The reason behind this is so players cannot run through the lines saying “I've searched you” and tapping everyone that is unarmed walking through. This will make choosing who you search more difficult, as once you choose to search someone you and someone else will be out of the fight for three minutes." And I don't know if a few green players (I'm not saying all here) didn't read or understand it, but the green players I saw were not abiding by this. There were supposed to be two players out of play for one opposing player and I was hearing from all of my guys that one green player was trying to say they were searching multiple people and they weren't putting themselves out of play and taking them to a secure location to conduct the search but were tying to search and still engage other tan players. I realize tensions are high but I made sure to abide by these rules fully and did so which Marshy can attest to when we searched a green player that was sitting in one of the buildings in the village. "The Nuisance" The GoodI thought this objective was pretty cool (at least in concept). Tan had to control multiple "ambush" locations while green was trying to move supplies through a supply route coming in waves and we could only have up to 10 players at each location and if one fell to green then those guys had to move back to the next defensive position. I had squad 1-1 with one support gunner defend the very first defensive location which I knew was a suicide mission, but they held up well, but unfortunately ended up getting overtaken. So we lost the first defensive position. The BadNot that there was anything wrong with Green trying to flank when attacking our defensive positions, however instead of moving down the designated supply route which we were advised that was the path that they were supposed to follow by Mosin, didn't end up being followed. Instead green moved from Area 51 using the low point between the City and the lake to move to the Castle. I guess I didn't ask if that was an option but had I known this I would have moved players down there to stop that. But we were told that we couldn't really move outside of our designated "defensive positions" so that's why we didn't pursue that option. I liked that we were being attacked on both sides of the village from Green in the Castle and Green coming from FB Bravo but the game play seemed to fizzle out by the end of that round. Anyways, I can't wait to see how OP: Breakout plays out as a result of this game!
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Post by Stinger on Jul 12, 2014 19:59:37 GMT -5
2. Searching a player. Ok so here's how Mosin explained how it was supposed to work. "Despite what the team camouflage pattern is, if a player is 100% unarmed and you engage, your team will lose 1 point (This must be in the presence of a moderator). If players are attempted to pose as “Civilians” in order to sneak past your lines, you may choose to search them. In order to search them, both you and one other friendly player must escort the person in question to a location, where all three of you will be unable to discharge your weapons for 3 minutes. This is to simulate the time it takes to do a good pat down. If a player is carrying something, he/she must forfeit that item at the end of the 3 minutes. If a player is attempting to be sneaky and hide a pistol, he/she must draw on the other team wishing to search him/her immediately (I.E: Not 2 minutes into the “search timer”). The reason behind this is so players cannot run through the lines saying “I've searched you” and tapping everyone that is unarmed walking through. This will make choosing who you search more difficult, as once you choose to search someone you and someone else will be out of the fight for three minutes." And I don't know if a few green players (I'm not saying all here) didn't read or understand it, but the green players I saw were not abiding by this. There were supposed to be two players out of play for one opposing player and I was hearing from all of my guys that one green player was trying to say they were searching multiple people and they weren't putting themselves out of play and taking them to a secure location to conduct the search but were tying to search and still engage other tan players. As a green player myself, I can 100% validate that Gunny is correct. This was not handled properly, and it caused me great confusion. I had only one major issue, and it's something that most of you are probably not expecting. I'll tell it in story form, as that will make the most sense: About thirty minutes after the final game ended, my friend (Killer) and I were packing our gear up. Most people booked it out pretty fast, so the number of people around was low. My team and I like to stick around a little after, hang out, talk, etc. We also had to prepay for Op: Breakout. We were set up at the tent, and we each had a table to ourselves. I noticed while packing that there was a 3/4-full bottle of Coca-Cola sitting on Killer's table. I knew him and I had both bought Cherry Cokes at lunch, and drank them at lunch. However, Killer is known for consuming vast amounts of sugar, so I wasn't too alarmed and I figured it was his. Ten minutes later, and the only thing left on the table is that Coke. He says, "Dude, who's Coke is that? "I dunno." "I think it's [insert school friend's name here]'s. Should I pour it out? He already left." "Do you want it?" "Well..yeah." He opened it, sniffed, and then squinted and wrinkled his nose. He went back for a confirmation whiff, and then exclaimed, "Dude, that's got ALCOHOL in it." He proceeded to dump it out onto the dirt, and then I smelled it. I can confirm it was alcohol. So...someone had alcohol, and decided to leave it on a minor's table (intentionally or unintentionally). When I told this to Mosin, he pointed out that it was probably the paintball bachelor party. I agree with that, but on the off-chance that it was one of you, I want to say this: You know who you are, and it's obvious that you knew what you were doing is bad, as you clearly tried to conceal it by hiding it in a Coke bottle. I'm not sure what it takes to constitute providing alcohol to a minor, but my friend was unknowingly in possession of alcohol for a short period of time. If you were to get caught, I'd be willing to bet you'd be in legal trouble right now. Not to mention, I'm quite sure you'd be banned from every future MiA event. Also, some paintballers thought it would be funny to hide paintballs inside our bags, and splatter some of my gear with paint. They were long gone by the time I realized it, so I never made a fuss about it, especially since it washes off. Nonetheless, I was a bit angry. On to the event itself: Probably the best event we've been to since we started going to MiA events. This was our first milsim-esque thing, and you have to keep in mind that we were just playing speedball at Futureball a year ago. Big change There were a lots of complaints from other members of Green about hit calling, but I never had an issue. I also never heard any Tan try to call out our guys, so that's also great. I don't know why so many Green were complaining. Also, no issues with MED. There were some times where it got close, and players were very civil about it. That's great. The medic system is phenomenal, and even seems to make the medic's job more important. I love the props, especially that SAM. It was fun to put together. As previously stated, the whole civilian thing was a bit screwy, even though I really liked it. It made you focus a lot more on what you were doing, and trigger discipline was a must. I liked semi-auto and midcaps only too. I find reloading fun. Overall, it was awesome. I can't wait for Op: Breakout. Additional note: Unfortunately, we did not record video as we normally do. The amount of video captured was rather low. While this allowed us to focus on and enjoy our first milsim, it means less video for all of you to enjoy. Sowy
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Post by jordanson on Jul 12, 2014 20:24:58 GMT -5
I enjoyed this scenario very much, it was my first real milsim event and I'm glad I made the trip out even though I drove 12 miles past the field because of tiny street signs in downtown. I really enjoyed the first scenario as both teams got a good amount of freedom to go where they wanted to on the field. The second scenario was "Ok" I didn't like it as much probably just because I was posted at the castle and didn't really enjoy watching the tan players at the edge of the cities being teases just out of range. I rally liked the area that we played in the afternoon. Overall it was an awesome day thank you team Rage for making it awesome.
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AKS
New Member
Posts: 121
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Post by AKS on Jul 12, 2014 20:40:30 GMT -5
I had a great time, and I have no complaints regarding the gameplay. It was well prepared and executed. The only complaint I have is about the trigger happy M249 user on the green team. My guess is he read the rules regarding full auto on support weapons only, decided he couldn't play without full auto, and bought a support weapon. I have no problem with support gunners, if they use them as support. I don't think spraying fifty rounds into eight dead players sitting on the floor of a single room building from less than three feet away would make you a support gunner, but rather, a douche. I don't think he even cared to follow the respawn rules, either. Two minutes previous to the incident I stated earlier, I know for a fact X had hit him. I remember this clearly because after X had hit him, he was yelling at us all about hit calling, even though his stream of BBs were literally hitting the ground thirty feet on front of us. But hey, I guess you need to do what you need to do to have the most kills...
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Post by X on Jul 12, 2014 20:46:30 GMT -5
I'm on my phone so I'm not going to type a whole novel on this I'll just throw out some bullet points.
Good-
When I took over CO in the second half getting our Alpha/Bravo ? Squad into west point was a hell of a lot of fun. We went from basically surrounded to actually taking west point which was awesome.
Gunny did a great job leading us into battle and I'd rather have gunny alive and well than dragging ass from heat exhaustion and then dead.
I like that RAGE brought in a new mechanic with the civies (even if I don't necessarily like it) its great to bring fresh ideas into the game.
Tan team was great, even when we were getting butt raped by green at the end everyone was still willing to try and push out. No one was giving up that I saw. Which I'm sure was very tempting given the total pounding we were receiving.
Props to green you guys had us totally locked down after we took west point and firebase bravo.
Bad-
I'm not really a fan of the new civilian rules. I'm not sure why exactly but ehh I guess I would rather there be role players dressed as civilians be the civilians.
We were told we could not leave our defense points so green just side skirted us instead of attacking the village. Not sure if they were supposed to do that or not, but there really wasn't anything we could do to stop the convoy. Then the south side of the village was getting attacked right off the get go and I thought green was supposed to come from only one direction. We were able to handle it, but it was a little confusing.
I had a great time, thanks again RAGE for hosting the event. I'm very disappointed that I can't make it to breakout.
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Post by Stinger on Jul 12, 2014 21:21:54 GMT -5
I had a great time, and I have no complaints regarding the gameplay. It was well prepared and executed. The only complaint I have is about the trigger happy M249 user on the green team. My guess is he read the rules regarding full auto on support weapons only, decided he couldn't play without full auto, and bought a support weapon. I have no problem with support gunners, if they use them as support. I don't think spraying fifty rounds into eight dead players sitting on the floor of a single room building from less than three feet away would make you a support gunner, but rather, a douche. I don't think he even cared to follow the respawn rules, either. Two minutes previous to the incident I stated earlier, I know for a fact X had hit him. I remember this clearly because after X had hit him, he was yelling at us all about hit calling, even though his stream of BBs were literally hitting the ground thirty feet on front of us. But hey, I guess you need to do what you need to do to have the most kills... I was on Green. He complained constantly about hit calling, but his range is only about twenty meters max (yes, I'm being literal), and he was mostly shooting at targets 40+ meters away. I could see the BBs hitting far off target. I totally agree, support should not be to just spray everywhere, as is what he does. He was completely hip-firing, not even sighting down his gun. Half of what he hit were people that were already out.
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Post by Mirage on Jul 12, 2014 21:25:09 GMT -5
I want to start out with a Thank You to everyone that came out today. We always appreciate the turnouts we get and know that everyone is busy, so we appreciate you guys for taking time out of your schedules to come attend our creations.
As I've said before, we really enjoy putting on events and we take it seriously, so we always appreciate what you guys have to say with our events, both the good and the bad.
I also want to apologize for some of the unplanned down time that occurred. We did start on time pretty much throughout the day, even after lunch so props to you guys that were able to head out and make it back in time, however in the morning we were caught off guard with 2-3 of our guys not being able to make it, so we ended up being short staffed for the turnout. This caused us to have that down time that we avoided with starting on time, catch up with us in other ways, especially with walking everyone to their starting positions. The squads that hit their spots first unfortunately had to wait for the others to get to their spots at the far end of the field. We don't like having down time at our events and do feel bad for having this happen, it was unintentional and we'll do our best to ensure that it doesn't happen at our future events.
All in all, I'm glad that the reviews so far are positive with relation to the items we could control. We are always trying to come up with new ideas to change up the gameplay, sometimes the risks we take pay off, other times they flop. The civilian idea was something that will need to be worked on in the future if we use it again, but either way you can expect that we're going to try to do new things at the events that we host. Also, unfortunately we can't be everywhere at once and we do rely on the players to stay within the rules/guidelines when moderators aren't around, but sometimes that just doesn't happen. A lot of the scenarios we come up with are active and allow the players to dictate how the scenarios play out, but leaving that up to human intervention means that anything can happen. This is the case in the second scenario when the Green team was told to stay with the road, but we find out that they had cut through and at that point they were too far in to bring them all the way back, so we quickly adjusted the game before breaking for lunch. Again, having less moderating bodies out there than we had initially planned didn't help in something this complicated.
Thanks again to you guys that showed up to spend the day with us, we appreciate it and look forward to seeing you at Breakout.
PS: Those of you that prepaid for Breakout in person should see the roster updated. Also, Mosin and I stopped for dinner on the way home to talk about Maelstrom and when we merged into Breakout, came up with some very cool ideas that got us pretty excited. We may be able to get something lined up for Breakout that isn't often seen at Michigan Ops, so we're pretty stoked and really have a good one planned for you guys.
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Post by Stinger on Jul 12, 2014 21:39:12 GMT -5
I also want to apologize for some of the unplanned down time that occurred. We did start on time pretty much throughout the day, even after lunch so props to you guys that were able to head out and make it back in time, however in the morning we were caught off guard with 2-3 of our guys not being able to make it, so we ended up being short staffed for the turnout. This caused us to have that down time that we avoided with starting on time, catch up with us in other ways, especially with walking everyone to their starting positions. The squads that hit their spots first unfortunately had to wait for the others to get to their spots at the far end of the field. We don't like having down time at our events and do feel bad for having this happen, it was unintentional and we'll do our best to ensure that it doesn't happen at our future events. This really wasn't that big of a deal. I'll admit, some of us needed a bit of extra time. I got a bit tied down this morning, and I was rushing to ready up. Way to leave us hanging. Sounds very interesting.
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Post by Mosin on Jul 12, 2014 22:12:18 GMT -5
First off I'd like to thank everyone that could make it out. Total roster count before we were on field was 78, which is about 12 players more than the Rec game, and actually more than even our roster had, which tells me outside communities had gotten word (probably though my many posts on Facebook about it). I promoted MiA a few times to several guys who had no idea, so my hopes are for the MilSim those guys get on board.
I suppose the easiest way to break down everything is to just use the timeline, so I'll run it that way.
The initial morning setup had myself, Mirage, and Marshy outside the gates at 8:00am sharp, I think I pulled up on the dot, followed by Marshy at 8:03, Mirage at 8:05. We ended up waiting on HS staff to arrive to open gates so we could get on field, get I.V. Bags filled, get props on field, and set chrono. We managed to secure most of that before 9:00am gate open time, which was good. Hell Survivor staff still didn't have our gate open nor our specific wristbands given out to us simply because the only guy that had the code to the box didn't arrive until 9:00am on the dot, and didn't get to us first since paintball is usually priority. Turned out to be a 20 minute delay, but I don't think that ended up being a hindrance as we still ended up briefing on time and hitting the field not too far behind either.
The first mission went along the way I intended it. Honestly my first thought was tan team was going to steamroll, which would have tied in directly to Breakout in that tan team owned the entire field. Obviously that didn't happen due to the positions that were locked down by green along that area in the bend in the North. Initial concerns were people abusing the Civilian system. Yeah, it's frustrating, but I honestly have no sympathy for any of you, as I literally have had instances of Taliban shooting at us, then walking behind a compound and walking back out of the same door with no gun, knowing damn well we couldn't do anything about it. Some of the more abusive things I seen were Civilians walking around grabbing wounded to escort them. I told them if they're trying to play that card to at least carry a pistol so they're considered "armed" in that the opposing team won't lose points, yet they're trying to milk that "Blend in with the populace" effect, which is what we were going for.
The issue with a few guys hiding in a group of unarmed we heard secondhand, and this was the only issue we really heard in the morning (Save for Kneif putting hands on another player to escort him to the ground). As Mirage mentioned, we can't be in all places at once, every player that had a radio knew mods were on Channel 1, so if you see something or something happens to you and you don't flip to that channel to let us know, there is nothing we can do about it. Other than the aforementioned game 1 went according to plan, since we fell a bit behind and I'm not a fan of downtime we let the first game ride out a bit longer, which led to us (refs) having to scramble to get props on field. For those green players that went back to the cars to grab props, we truly appreciate that. We know how much of a bitch carrying most of that stuff was (Which is the purpose behind it) so we thank you guys for sacking up and doing what needed to get done to secure the team victory.
The second game we had a major issue with Green completely disregarding our preset rules on "staying on the trail". Essentially you were a Convoy headed from North to South, which is why you would stay on the trail (Convoy = many trucks in a line). Once green decided to pull the sneaky sideswipe of preset tan ambush points we allowed tan to leave their locations, and basically struck those potential points off the board. All in all when we arrived at castle at Endex to break for lunch I spotted the entire blue tote filled with explosives, 3/4ths of the SAM site, and the weapons crate, so we gave full credit of points on that to allow green to win that.
Our third game after lunch took a bit to set in, as tan team was lead to an incorrect location, which led to more walking/waiting, and that kinda compounds. In the same regard as us starting late and giving more time, we decided the third game we'd play out until the field closed. Tan team initially had some momentum, but quickly lost it all as a respawn timer clicked and green team flooded west point. Once it became a stalemate we decided to push green back to the base of highland and try and get a firefight going there. The general state of fatigue was very noticeable at this point as it took something to the tune of 20 minutes after we said we were going to do that before the first tan guy even shot a round off.
Majority of the game was influenced due to elements outside of Team RAGE control, so I hope that the masses understand that. We can only make people move as fast as they want to move, and like it or not we really can't start without them, as the slower half typically is 75% of the players. For those of you that were on point, on time, and always ready we thank you, and hope there are many more like you in the future that come to our events. I spot checked 10-15 players on the last game, and everyone shot exactly where they needed to, so that's a plus as well.
As Mirage mentioned, we got some pretty stellar ideas for Breakout. Right now the main dependant factor is enough prepays to lock the field. As I'm sure you can imagine with us having to charge as much as we have for these half field events, taking the entire thing is going to cost a bit, but we know at the end of the day it will be worth it to be able to have 100% freedom of movement throughout that field. As almost everyone commented today, it's absolutely massive, and the times when you are out on patrol in the middle of nowhere it really does feel like you're in the middle of nowhere, and when the firefights pick up they go full out.
Speaking of full, the implementation of the semi-only rule led to me only getting shot once, which was because I walked in front of a firefight in the first place, whereas the previous event I was lit up at least 30 times. Props to everyone for (mostly) good trigger control.
We hope you guys enjoyed what we had to put on, we have a little bit of profit to work with, as Mirage mentioned we'll be exploring some options to really bump up the next one and give you 100% of your money's worth of the event, to include potentially locking down some troop transport vehicles to take along the road, as well as some fun activities that will need to be accomplished on field. The final MilSim will be 100% on field at all times, and the food for lunch will be brought to both teams "uncapturable" bases in order to keep all players in the fight, and absolutely eliminate downtime from the moment we say game on until 6:00 pm.
Thanks again,
Mosin
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Post by TheEnd on Jul 12, 2014 22:35:44 GMT -5
I'm going to start this off on a bad foot, but I don't mean for it to reflect negatively on RAGE or the game itself as it wasn't something they could have controlled. I didn't see the event happen but it was explained to me as follows. One of my team mates sons was sent as an unarmed civilian to scout an area out. He was approached by a tan player (the particular member was pointed out to us) and told to take a knee. After he refused he was in some way physically forced or pushed or something to the effect and he claimed his eye protection was forced off and kicked away in the process. I wasn't there, I didn't see it happen, and I only heard one side of the story. At any rate, keep that bull shit out of the game. If the event went down even remotely how he claims, any grown ass man pushing a 15 year old around should be ashamed of himself. I'm not looking to turn this into a discussion, and I don't have all the facts, but we as a group should be better than that.
Now, onto the game.
Big props to Mosin, Mirage, and the other ref's for doing a great job at field moderation. I heard a bunch of complaints/problems/concerns through out the day and the refs were on top of it pretty much instantly. At every stage of the game I was within ear shot of a ref and many times I turned around and there was a ref keeping an eye on the situation. Big props for keeping everything in check. I don't know if it was just me or not, but the registration, payment, and chrono processes were AMAZINGLY fast. I filled my waiver out online the night before, and it took me all of 10 or 15 minutes to register at the desk, pay, and chrono my rifles. Very well handled.
The only game play complaint I have was the civilian players. As I understood it, there were real civilians who would potentially have intel or something of value on them, and there could also be enemy players posing as civilians to sneak up on us. Several times we were shot from a player just sneaking around. At that point we decided it would be best to just shoot them and take the 1 point deduction as we didn't have the resources to search the 5+ man groups that were repeatedly showing up. Whenever we shot one of these players the response was something to the effect of "Ow fuck man I'm unarmed" or "I'm unarmed ass hole!". It was frustrating to receive back talk when we chose to shoot them, but it was all giggles and rainbows when they chose to ambush us with a hidden weapon. I was happy to see the civilians removed for the second half. I think the concept is ok (although I honestly just go out to shoot and REALLY enjoyed the simple force on force during the second half) but it needs to be limited to just a few people. When the 5+ man group of "unarmed civilians" showed up we couldn't possibly spare 10+ green players for 3 minutes to search them.
The biggest annoyance to me was the amount of complaining I heard about problems players created for themselves. I witnessed several players get shot repeatedly after they were hit, but they did not have a dead rag. If you don't want to be overkilled bring a dead rag! I also heard a lot of green players complaining to the refs about being confused with their orders. That comes down the team communicating. It isn't the refs job to organize the team, that falls on the CO. Green teams CO didn't have a working radio and one of the squads used the command channel as their squad channel. Those problems should have been worked out by the CO. I'll give the CO props for stepping up as it is a responsibility, but next time get those things sorted out early. Also players, BRING A MAP! So many people were confused but did not have a map to reference.
Enough with the negatives. I love the Hells Survivors field and it was great to get out there again. It was awesome having the big tent set up over the picnic tables for shade. I had to skip "the nuisance" because, like Gunny, I was becoming dehydrated despite drinking massive amounts of water. The rest of the events were all fun and I had a great time. The stalemate between green and tan near the end at the tower was great. There was a lot of team work going on with the green side to make sure we could hold that line. I got the feeling that green had a lot of newer players but I don't think it hurt us at all. I didn't see anyone cowering in the back or guarding our uncapturable spawn. In general all the players I ran into were polite. I didn't have any hit calling issues and I was never overkilled. Pretty good group showed up from what I experienced.
The medic system is fantastic. I liked the props since they make the process more technical. At one point a medic was trying to heal me while we were down in a little rut. The enemy team was advancing just a little ways up the road and we had our eyes glued to that bag just thinking "HURRY THE HELL UP!". I didn't get to interact with any other props, but from what I saw they looked pretty cool. Interacting with props brings a lot to the game so it was nice to see so many out there.
All in all I enjoyed the hell out of the day and RAGE did a great job running it all. Good stuff guys.
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Post by Stinger on Jul 13, 2014 0:08:16 GMT -5
one of the squads used the command channel as their squad channel. That is sort of correct. The commander's "personal" squad (Squad 1) used the command channel as a squad channel, until we had command switched to 11 to prevent radio clutter. I was leading that squad. I agree, it created confusion, and was compounded by the fact that the CO's radio was messed up.
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Post by spectre019 on Jul 13, 2014 0:47:01 GMT -5
I would like to add on, the application of the 'single shot' rule was very beneficial. In my eyes, having only support weapons capable of full auto really brought a good feeling to the game, mainly because automatic fire became a normality of the environment, and removed the 'fear factor' of having a Machine gun in your Area of Operations. It allowed us to rely on shooting skill and ability rather than our weapons characteristics and upgrades (ex. Rate of fire, FPS, magazine capacity making M4s light machine guns) . It was, I would say, and excellent scenario game , and really brought out good, gritty firefights that didn't always end in stalemates. The end of the game, however, was a stalemate and I had left the game early due to running out of ammo as well as no progress being made in the battlefield, since both teams locked down the road and the covered area in front of the trees, there was no moves made for at least a good 25 to 30 minutes, which in airsoft is a very long time for both sides to make very little progress.
The bad: Communication between the command and lower echelons was sometimes messy, but nothing serious enough to bring any major changes to how things were run. This is not an issue solely pointed to command, but to the lower echelons of leadership as well [including subordinates under them].
Aside from that, everything ran smoothly and was coordinated very well. I would not hesitate to attend another R.A.G.E game (especially because of the single shot rule)
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Snarf
New Member
Ambidextrous selector switches are the bane of my existence
Posts: 560
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Post by Snarf on Jul 13, 2014 10:27:45 GMT -5
Overall, it was a great game, and being my first milsim-ish thing, I was impressed with the level of organization and detail (Thanks RAGE!). There were a lot of good things, but also some bad, which I will start with.
-The civilians. I know it's been mentioned before, but there was one incident that was basically total bull. In the first game, we (green) became accustomed to seeing unarmed tan just stroll right up to us. At first we searched them all, using the proper rules, but eventually there were just too many, and once we realized that they were basically just scouting out our positions it became really annoying. Then, this group of 8 or so "unarmed" tan walk up the path towards the city, and they made it pretty far before I saw some pistols being drawn, and then shots were fired, and my squad lit them up. It was hard to tell if they were already out too, because some people were legitimately just waiting to bleed out, and others were trying to walk in and shoot us up. I don't really blame tan for what they did, but it was very confusing, since we didn't want to shoot them to avoid losing points.
-Gun problems. It's no one's fault but my own, so I won't complain about it too much. The first half would've been more enjoyable though if I could actually shoot.
-Comms. Green team's radios were very unorganized at times. I gave both of mine to my friends on tan though so I don't know the full extent of the problems.
-Someone threw a smoke grenade that caught a bush on fire in the second half. This happened at the rec game too so I don't know why hot smokes are still allowed.
Good stuff:
-Hit calling wasn't too much of a problem for me at least.
-Everybody seemed to have good sportsmanship. I didn't hear complaints about P*s or anything.
-Props, medics, and semi auto are all good things! Carrying the weapons crate sucked though.
-Shout out to everybody on squad 1: you guys were great. We were basically the leftover "suicide squad" with no medic to start out, but we ended up accomplishing much more than just guarding our CO. Sure, we got separated at times, but when we were together we were pretty darn effective. Thanks Stinger for being a good squad leader along with the rest of GSAT, and good seeing you again Max. Maybe I can join you guys again at Breakout in Echo squad?
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Post by Stinger on Jul 13, 2014 12:49:24 GMT -5
-Shout out to everybody on squad 1: you guys were great. We were basically the leftover "suicide squad" with no medic to start out, but we ended up accomplishing much more than just guarding our CO. Sure, we got separated at times, but when we were together we were pretty darn effective. Thanks Stinger for being a good squad leader along with the rest of GSAT, and good seeing you again Max. Maybe I can join you guys again at Breakout in Echo squad? Yeah, sign yourself right up!
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Post by Knief on Jul 13, 2014 13:07:20 GMT -5
Pictures up. Clearly the best one of the day: I would have had more of green team, but they shot me every time I got close. If anybody is interested in the high res version, just let me know and I'll email a few to you.
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