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 Post subject: Re: AAR OP: Bad Blood 2014
PostPosted: Sat Jun 28, 2014 3:47 pm 
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Orcrist wrote:
next I would like to give a big shout to Country and his squad not only for being pretty much our only backup in the southern congo for the main part of the game but also for equipping my friend with an m60 that instantly not only made his day even more but also got him many more kills(including some of his own team).





ANDDDDDDD YOU'RE WELCOME. That was our 3rd year and the only bad thing I have to say is to many people. Tribals was fun would definitely go back if we get the invite.

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 Post subject: Re: AAR OP: Bad Blood 2014
PostPosted: Thu Jul 03, 2014 8:03 am 
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The one suggestion I would make is this: Don't publish the radio channels in the player packets. For Team Congo the day started out with our radio channel jammed non stop by someone with an open mike or very sensitive VOX setting. I think it's entirely possible that someone on an opposing team set a radio to our channel, taped their mike button down and ran it that way until the battery died.

Personally I wouldn't even trust the secure team subforum for handing out the radio channels. Have Moondog work it out with each team CO and keep it at that level until game day. The radio channel is something that can be communicated very easily in the 15 minute assembly time before the game kicks off.


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 Post subject: Re: AAR OP: Bad Blood 2014
PostPosted: Thu Jul 03, 2014 9:42 am 
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Unless you actually checked everyone's radios, you can't blame anyone from opposing faction from jamming. It isn't allowed in this scenario. Unfortunately there are many that are not careful with their kits, resulting in pressed PTT.

There were times on Marxist faction when radios got tied up unintentionally.

The channels are published ahead of time so that players know how to reach their factions on game day. And if necessary, know what channel to switch to. This is to eliminate disputes of who will use what and save time on game day. Figuring out what what channel is free and then having everyone switch is time consuming and there will still be people who are present but not get the message to switch.

The radios are primarily for player safety and faction regrouping. It is always encouraged for VOX to be deactivated. And some leaders even encouraging the radios to be turned off, except for squad leaders and RTOs. The more radios that are on, the more likely problems like hot-mic-ing will arise.

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 Post subject: Re: AAR OP: Bad Blood 2014
PostPosted: Thu Jul 03, 2014 10:12 am 
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As much as improper radio protocol is a royal pain, there have been reports in the past of locals intentionally jamming comms. If anyone has heard those "evil laugh" broadcasts before, you might have experienced it. We do the best we can with what we have. Sadly what we have is a majority of players that don't know how to use radios properly.

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 Post subject: Re: AAR OP: Bad Blood 2014
PostPosted: Thu Jul 03, 2014 8:16 pm 
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Well I Had a great time with My friends on Taskforce Congo we were mostly with the Ohio operaters which are some pretty cool guys. But I sadly only got on good FPS view video from the event which I Labeled the Lazy Battle. http://bit.ly/1lskKrj

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 Post subject: Re: AAR OP: Bad Blood 2014
PostPosted: Sat Jul 05, 2014 10:12 am 
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Ok time to chime in... I was a tribal in the Southern Congo. Overall I would say we had a very good day in the South. With only 20 players covering the entire Southern Congo we all grouped up in the middle area(don't have my map to check the name) with roughly half starting toward the road and the other half back toward the village. When getting pressed we met up and were able to actually form a defensive perimeter. This is a sharp contrast to last year where we only had 10 players in the region and were entirely incapable of actually stalling a team or drawing them away from the objective as we didn't provide a large enough threat. Had we 30 players I firmly believe we could have actually formed a strong enough perimeter to stop most groups from getting up the hill to our village. The begining of our day saw plenty of action as we pushed back many groups and diverted them away from our sample(more on the sample location below). There were multiple times throughout the day when we found small groups of players from enemy teams that could no longer find there group. In every instance their teams had already crossed back over to the other side of the road and were long gone. We had them join up with us and help us fight any other teams we encountered as we escorted them to the road and let them continue on their way. Toward the end of the day we literally encountered no teams for the last hour. We never once saw the Blue Bloods on our side of the road, not sure why but it seemed like they decided the South wasn't worth the hike.

We had one major PROBLEM that needs to be addressed though and I feel showed a huge amount of irresponsibility on the part of the field owners. When we got back to the village the deadbox was down; as in the back wall was sitting on the ground. We tried to radio it in and were told "it's part of the playing area and fine". They clearly weren't listening to what we said and hadn't so much as inspected their field to ensure it was up to standards and safe. So rather than having time to find a good spot to hide our sample and preparing some traps or setting up a coordinated defense initially we spent our first time on the field trying to use sticks to cob the deadbox back together to be servicible. We ended up throwing our sample into some tall ferns next to the couch and van seats that were sitting out there. As all the structures in the area were down as well. I don't believe there is one man made structure up at this point. We found some later in the game when moving into other regions and would have placed our sample there had we known they existed but again due to dealing with the deadbox issue we weren't able to explore what had been changed since our previous year there.

Overall we had a good day without any major gameplay issues. I don't believe most my people ran into any major problems either. I didn't experience any serious issues with hitcalling, goggles off on the field, or maturity issues. We had a good time and with the exception of the one major problem I sighted have no problem coming back for a fourth round of tribal play. However that one issue is so glaringly huge in my opinion that I am honeslty concerned about coming back. A walk through of the entire playing area needs to be done in the future by the field owners since it's their responsibility to ensure they are providing a safe playing environment.


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 Post subject: Re: AAR OP: Bad Blood 2014
PostPosted: Sun Jul 06, 2014 12:22 am 
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We didn't use dead boxes for respawn, why did you guys feel a need to put one up?


DRK wrote:
-since tribals can pop up anywhere they want on the field. maybe have ALL tribals (since it's invite only) help with check-in and chrono.


The chrono is the primary responsibility of PSI field staff not the Tribals. And speaking with the PSI owners, we will have additional staff next year and an early opening of chrono to get more players through, faster. And as you suggested, we will have a dedicated table for gas engine guns.

Tribal's priority is to get in the field as early as possible to hide the samples properly and to set up defenses against the other factions.

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 Post subject: Re: AAR OP: Bad Blood 2014
PostPosted: Sun Jul 06, 2014 12:56 am 
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Maybe it's just a Southern thing but in the previous two years the Southern Congo has always used them as a place to be able to put our stuff down and have a place to take a minute to reload, breath or on the rare occasion get people to calm down. We don't have the manpower to sit in the playing area and reload mags while teamates cover us. My people have personally always brought out significant amounts of excess water to provide to others on the field so we don't have heat casualties. I believe we hadn't out almost 20 bottles of water to players of other factions throughout the day. It also is the only safe way someone in that region can get their goggles safely off in the event of fogging. take a look at broken equipment or the pile of other things that go on throughout the day where having goggles off is substantially easier. We are so far beyond the point of being able to hike to the cars or even road to deal with anything. I've never been to a field that provided deadboxes with the assumption people shouldn't use them. They are there for safety, they should be safe.


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 Post subject: Re: AAR OP: Bad Blood 2014
PostPosted: Sun Jul 06, 2014 10:05 am 
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TLO-Marksman wrote:
I was a part of Task Force Congo.

My P* was never tournament locked, some people got actually hit in the eye from taking their goggles off. Safety was pretty Bad the whole, lack of netting no enforcement on making players use red rags was pretty bad leading to BAD confusion.

I was chrono'ed for the Zombie game shooting 410 with .3's so I know I wached my distance but many other people didnt even chrono so what does that mean safety wise.

Sunday we got to Dead Blood at about 10:15 and were forced to become zombies because we were *late* were told to shut up for being late (I had a paper in my hand that said it started at 11).



Thank you for being candid report of safety issues. We can't have eyes following everybody, so we rely on each player to remind each other to keep their goggles on or use their red rags, just like it's up to each of us to call their hits. If anybody sees a safety violation please bring it up to a orange shirt (field staff) who are tasked with enforcing safety. Or notify your EMBED who will act on it and get me on the horn immediately.

I have to apologize again for losing it and yelling to everybody to shut up when the group you were started complaining about being zombies, but you were all yelling at the same time that I could not get a word in. Sunday's start time had to change due to scheduling conflicts with staff. Be assured this will be addressed before next year.

I don't know who chrono'd you but there's no way you should have been allowed to play with a gun firing 410 with .30's at any event other than a sniper competition. I appreciate you watching your distance. I've spoken to the field and next time we will have a specialized table for gas guns with PB tournament players who know how to spot and lock regulators.

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 Post subject: Re: AAR OP: Bad Blood 2014
PostPosted: Thu Jul 10, 2014 10:39 pm 
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Joined: Thu Feb 26, 2009 11:39 pm
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Hopefully someone here can help me out.

I am looking for some of those awesome snipers that were on General Greene's Army at Bad Blood this year. Like the one that got me from like 500' away and the one that got me from an unknown distance but through a crack between the logs. I'm pretty sure it was from General Greene's Army. This was somewhere around 1.5 hours before the main game was over. It was in the North East field.

Hopefully someone here knows who I am talking about. If you see this, and you are one of them, or know them, please have them contact me.

I require your skills for Op: Reality Check 5

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