Joker
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« on: July 12, 2010, 04:41:26 pm » |
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Ok guys, as many of you know the game last Saturday was a testing ground for several elements I'm hoping to include in the OP I'm planning for the Fall. Fire away people! I want to hear the goods, the bads, and any thoughts on improvements.
By the way, glad so many of you boys came out! I was happy to hear that a lot of people seemed to enjoy the field...
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 "mundus vult decipi ergo decipiatur" the world wants to be deceived, therefore let it be deceived I believe in fair play... If someone tries to kill you, you just kill 'em right back!
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crimsonclaw
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« Reply #1 on: July 12, 2010, 08:17:01 pm » |
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reactor was a great scenario, the concept was great, and it's execution was sheer brilliance. the first round was a bit slow, but the defenders were doing a great job of defending, while the attackers were lacking a concentrated push (hence my loud vocalization on round 2 which was over in about 10 minutes or less) which i really enjoyed taking down the reactor personally. It was a simple goal based scenario, much like bio-kill, which i think you missed. bio-killl had 2 teams start at opposite ends of the field at their respective respawns ,in the center a bomb was placed. Objective: take the bomb to the oppositions respawn and detonate to "kill" the other team. Sounds like bomber right? It worked well at APGOB, however, not so well at Lamar. The main failure was lack of an offensive on the controlling teams part. In bio-kill it was an all out 3 hour firefight, that traveled the length of the field multiple times before the detonation. Which rocked to say the least, You admin'd the game well, and adjusted the play on the spot as well, which causes me to ask, why have you never held an OP of your own before? Excellent job!!! I look forward to your fall OP with great expectation for plastic warfare.
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What?!! No beer in this airdrop either? what gives?..guess we will just have to kill the enemy and take their beer.. LOCK AND LOAD!!!
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BigJohn
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« Reply #2 on: July 13, 2010, 08:07:26 am » |
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I'll echo Crimson good job on the admin side of things, the reactor game was fun.
The only problems I had with the game were outside of your control (heat, downtime, player issues) all in all it was a good time.
One possible way to modify the bomber game would be to start each team with a bomb. That way if a team wants to be more agressive on the field they can bypass the campers.
-John
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MOVE UP AND SHOOT!!!
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CREEPER™
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« Reply #3 on: July 13, 2010, 11:04:15 am » |
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BigJohn, EXCELLENT idea! Both sides somehow decided to "bait the ball". That's what brought the game to a standstill. TWO bombs would have been a VERY interesting twist! Camping would have been eliminated because a "race against time" mindset would have been the norm. Maybe we should try this at APGOB on the 25th!
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THOSE WHO SOW IN FLAMES, IN ASHES THEY SHALL REAP
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Joker
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« Reply #4 on: July 13, 2010, 11:30:11 am » |
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Well that's really the problem with the bomb game every time. Unless it is very easy for one team to get the bomb (as I understand it was the time you guys played it when I wasn't there), it will ultimately degrade into what I consider to be the lamest situation in airsoft. The standoff where each team just takes potshots at the other without ever advancing... You waste time, you waste ammo, you waste battery life and I'll be honest... The Joker has massive ADD and does not like just sitting around... The only way to break that is to be bold and aggressive as a team. For example, you guys eliminated their whole team (minus 1 guy usually) like 2 or 3 times but then no one advanced... I wasn't quite sure what happened there. You could have at least taken the flag and pushed forward, but nobody on your side moved... This is what I want to figure out how to avoid or rather to "encourage" not to happen. Still trying to figure out how. Even with two bombs I have a feeling that on a field like Lamar where you're basically forced to face the enemy the same thing would occur...
That's one of the things I love about Lamar, sneaking is possible but you've got to have no fear to do it! Like Junior who almost got around on the MSA guys before stalling out... No one saw him but me and I was watching him move up the whole time! Kid's got skills! Then he kinda just stopped for some reason... Ninja tried the same thing but instead of moving up he just kinda piddled around until one of you guys saw him. I've always thought that if you're gonna try and sneak you have to be dedicated to it and visualize what's going to happen or you'll end up getting stuck with no where to go.
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 "mundus vult decipi ergo decipiatur" the world wants to be deceived, therefore let it be deceived I believe in fair play... If someone tries to kill you, you just kill 'em right back!
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CREEPER™
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« Reply #5 on: July 13, 2010, 12:30:13 pm » |
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I'm not sure why the same didn't happen at BIOKILL. I set that game up VERY similiar to the bomber scenario. I would have to say that the difference was that the teams DIDNT know where the bomb was. They knew that it would be on the island, but didn't know WHERE on the island. No one could see the bomb, therefore no one could "bait the bomb". It made it a necessity to RUSH IN AGGRESIVELY to take control. Also, the mandantory use of deadrags would have changed the outcome too, I believe. Again, my team spent too much time mentally tracking guys who were already dead. I think I only saw the use of maybe three deadrags on that side! In the end, I'd chalk up subtle nuances (like hiding the bomb) as the difference.
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THOSE WHO SOW IN FLAMES, IN ASHES THEY SHALL REAP
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BigJohn
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« Reply #6 on: July 13, 2010, 02:00:34 pm » |
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I think BioKill was more aggressive because of the lack of underbrush. Easier to see where the other team was and easier to coordinate movements with your own team.
Op:XX was pretty slow going at times due to not being able to get a clear picture of where the other team was.
Lamar was kind of the same situation, I was able to see the main trail fine, just not up the other side due to cover. Not a bad thing, just causes slower games.
-John
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cloakndagger
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« Reply #7 on: July 13, 2010, 02:50:45 pm » |
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The reason biokill operated like it did, apart from cover, and the reason yall had trouble at lamar, is the physical features of the fields. If you camp at apgob, the ememy has an easer time getting arou.d you because the physical barriers (streams etc) keep you from immediately and directly counterattacking, as happened at lamar
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 Any man seeking to live free should keep a bible on his desk and a .45 in the drawer.
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