TKOverKill

Full Version: 27th of June (Pics) M.Burrow's game - feedback
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Hello,

Please find my feedback for the gamesday (from my perspective)

Big Grin The good:
-People do come up and try to introduce new ways to play and that's great just by itself.
-Super organizers ready to invest time and energy to move mountain
-Blackhawk down mission- I was stuck in a corner pinned by fire but I could see people fighting like crasy and switching to secondary weapons (Ghost or Tobo? and Hirooka-san) while the "Indians" were trying to overrun us
-Crazy charge with ChuckleZeClown Da Man and myself re-enacting the Magpull Cowboys
-Considerate organizers for the health of the players and not pushing too hard (thanks guys)
-My friend really enjoyed and seem to have caught the bug.



Tongue The "to improve" (in my view):
-Too much re-spawn makes game too long IMHO and relatively static
-For the same reason, maybe having one medic only per side (but "longer" dying time would give opportunity for more numerous gaps in defense and more fluid games)
-Alternatively, defender only could have a medic and attacker could re-spawn so it makes more aggressive gameplay
-I am not sure we gain much by launching scenarios "in game". In terms of game management, it looks like it has been more difficult to get the games rolling than what we use to do.
-very hot weather conditions
-my lousy AEG - I found myself pinning people only by noise rather than accuracy or range...
-my glasses that were covered with sweat like crasy
-Coordinated play could be improved (we are still looking for one or more player to join chuckle and myself to play as a tactical element)
-still need to solve what to do when players are at close range. It is not the first time I charge players and give up shooting them because the range is too short and I have no interest in hurting anyone.
-maybe some overpowered replicas (some of the marks on people's skin and flesh are just not right)


So overall a good day out, punishingly hot weather and a few good moments. Big thanks to Lionel and Mike. Generally speaking, may I suggest we aim at rules that encourage movement and fluidity in games?

Here is the link to the pics:link

thanks again,
Tifast
I think the ideas for the game were generally great - its good that there is more oportunity to stay on the field and continue play. I think if we got a chance to play with a bigger field (Cimax?) it would probably work even better without much change to the systems of play.

I think it would be better to not allow instant respawn - and to rather enforce a down time when you are hit. Force the dead soldier to remain in position for a fixed amount of time. Potentially even after their heal counter has run out. Forcing the use of medics keeps the preasure up when trying to hold a positon, rather than being hit, and running back to base again.

I do concur that it'd be good to clock all guns before games, and possibly randomly throughout the day when we leave the field.

Even though I was one of the players using a hicap yesterday, I think the game would play much better if we were to remove the use of hicaps entirely. Using real count would change the play significantly, as you can easily pin players (a tactic I used many times yesterday) using hi cap magazines and cannot using low caps without significant team support.
I think the biggest issue was one of leadership.

Lionel and Mike really held up their teams well on their level. But below the top level, there was little to no leadership. We need squad level commanders. Tactically, the most that a commander can control in a firefight is about 3-4 people.

In addition, people bringing light machineguns and sniper rifles or other special purpose weaponry should give the planners a heads up before the game so that they can split the teams more appropriately.

That and kudos to Germanicus for staying with a Glock 18C AEP the whole day! Now THAT is hardcore!
Ghost and Tobo were beasts that whole day... talk about unlimited stamina!
Hey I tried to kinda take charge lol
well...my stamina was kinda limited.
Haha, I think I doubled for ya Tobo - most of the afternoon everyone was calling me Toby Tongue
lol I think I might be guilty of that crime Ghost... ^^
I was always in two places at once. Thats good stamina!
To go as Tifast says, it's first of all great to have someone organizing the whole event, and just for that, he deserves a bow. Thank again Anarchy !!!

This said, I also fully support new ideas and new type of scenarios, they at least deserve a try before being dismissed.

Now honestly, I had fun on Saturday, even though I got pissed off in the end, there was some good action and interesting ideas, but the whole thing seemed rather messy compare to previous games, at least mission wise. Besides the blackhawk down missions that were planned and played accordingly, the other missions launched in game or "by surprise", felt a bit like out of the blue, especially the capturing Anarchy thing that was to me rather rubbish in the way it was launched and played. There was just way too much action non stop to give the time to thinking or listening to anyone potentially trying to lead.
Communication wasn't that good either, but honestly, even if there were better comm, the field was so small that the only thing to say was "more people here".

And about the "lack of leadership" mentioned above, I'd like to say that it's the exact same thing, what is there to say besides "more on the right, more on the left" in a field like this ?

Saturday was full on assault 100% of the time, it lacked strategy. But this is only due to a map that was way too small for giving a chance to strategy in my opinion.

Missions launched in game could be really interesting on a field like Seals, Village One, and maybe Cimax ( it looks big on the website ?), as well as timed respawn (not a fan of instant respawn).

Magazine wise, it was also a little messy. Hi caps were there, but only 300, but available to reload ad nauseam at HQ. There were really no point to change magazines, and actually the one changing were disadvantaged (feeling I had at least). Even the reloading at HQ was a huge pain since I had like 8 mags to reload, whereas someone with a Hi-cap took only a few sec to do the same.

We do need to solve what to do when at close range. When I was face to face with Aouwra at the left window, I saw him but didn't want to shoot in the face at close range at first, and then he threw a grenade at me (fair enough), which failed somehow. Long story short, we finally both shot at close range and I ended up with bleeding through my gloves because of getting shot that close. Not a nice feeling.

Finally, about clocking guns, I guess it deserves at least a clocking at the beginning (though I enjoyed not having to scrub stickers after game off my gun). But it's true that if we take away the "trust" factor, then it becomes not a such good environment to play in.
At first I was pissed off at Aouwra and suspected his gun to be overpowered since I was bleeding, but then I realized it was because I got shot in the knuckles, and there was no fat to dampen the shot, straight to the skin/bone, even with gloves.
All the bright red marks I still have on my body, are also awfully close to bones, and it makes sense, so I don't want to accuse anyone of cheating and would rather give place to chance and luck.

Same goes with not acknowledging shots, unless 3/4 people all say one person failed to report a shot somehow, it's likely we were just wrong. I was accused of not reporting being shot, and honestly I have no recollection of whenever that could be. I was several time shot out of the blue, not seeing my opponent, and walked away grumbling to the respawn point. On the opposite side, I was convinced to have shot several times some guys in the face, and they were not going away, I guess I was wrong and my BBs never made it !
We need to remember that BBs are actually easily dodgeable from 10/20m, even more when running. You can actually see the BBs coming and duck before they reach you (reason why I use black BBs now Big Grin)


Well, didn't mean to have my post becoming a rant, but I just wanted to share my thoughts from Saturday.
There is a lot of potential to some of the ideas explored, but the field wasn't just up for it imho.

Thanks guys for the game ! Big Grin
Good fun Saturday. I want to say thanks to Anarchy and Mike for organizing. You guys obviously put in a lot of effort and it showed. Thanks for that.

I think there were a number of issues that weren't predicted in the planning stages that got worked out when we were in the field considering the mission at hand. No slight against Mike or Anarchy, it's just that imagining scenarios at home, and then preparing to implement them in the field are two different things. However, I think we worked out a lot of issues, so next time a game of this type will go more smoothly.

I think having milsim objectives and missions is a good way to add variety to our gameplay. For me personally though, I would prefer to have breaks between each mission or scenario, rather than retreating to HQ, then getting shot in the back while having a drink of water and a chat. I don't want to be constantly on my guard, as I need a little respite from the action every now and then. If there is enough space, perhaps there could be a 'safe' zone behind HQ where you're off limits from getting shot? Just thinking out loud here.

Part of the issue was only having half the field to use. As Dstole and I were talking about today, on Saturday our team would retreat to base, send out two-man patrols, and immediately get into a firefight. Then we would be reinforced, and the game would be on in full again with no chance to rest/reload/rehydrate. With more space, patrols could do what patrols are supposed to: make sure no one is approaching. Occasionally they would engage, but more often than not, they'd do a quick recon, then come back and swap for two others to go out on patrol.

Anyway, I had a lot of fun monopolizing the medics' time. I think I hold the record for getting healed the most times in one day. I'm looking forward to the next game and praying for a bit of cloud cover!
There were lots of claims about people not taking hits. I think that this is because sometimes when a player gets hit, he just stays in his position and fumbles out a kill rag which the person shooting at him may or may not see. I noticed this a few times myself. I knew I hit someone, then they ducked back into cover and I could sort of see a kill rag. Some people didn't even bother with the rag and just waited for a medic.

So while I am sure that some people missed some hits, please be aware that there is the possibility that he was just waiting for a medic and you couldn't see it.
A huge thanks to Mike and Lionel for putting so much thought into the day.

Obviously the heat and the size of the field impacted on the success of the milsim style of play. Also, because it was the first attempt there was quite a bit of waiting around before knowing what the objective was (I think the last 20 minutes or so of gametime took place over a 2 hour period) but there was bound to be some confusion the first time round. I thought that the honest level was great, and didn't feel that there were any players taking liberties with the hit rules.

I would second the suggestion made by Ecthelion to try to even out the teams according to weapons. It was a little hard in the blackhawk down scenario trying to go up against 3 or 4 LMGs.

The kill rags were a great idea but I know a couple of times it took me a few seconds to fumble around to grab mine out. I would suggest however that when hit, besides taking out the kill rag, the shot person should kneel or sit down. I had a couple of engagements where I shot 1 guy and there was another guy right behind shooting at me. I tried to get the second guy but ended up hitting the first guy again. I also had the same happen to me and didn't see the guy behind me so shouted "I'm hit already"... then realized my guy behind me Blush

I don't know if I would be super interested in another milsim in the same sized field but if we had the whole field it would probably work a lot better. However I agree with Thundermidget about the breaks between games being nice!!

Thanks again to the organizers as well as all the players for making it a fun day.
Thanks for the great day, everyone. I had a blast, and my two newbies also enjoyed their time.
Sorry to hear about the damage, Ycare. I know what you're talking about wrt the hand thing. I took a shot right on my thumb fingernail from no more than five meters away. Luckily the nail didn't split, but it hurt enough that I definitely started wondering about how fast that gun was shooting. It's natural for our first reactions to be questioning whether our opponent is following the rules, but I think we can all agree that nine times out of ten, we should just be questioning ourselves instead. I didn't figure this out until after the game when I was talking with Ecthelion, but my hopup on my P90 quite spectacularly incorrectly set. As a result, I wasn't getting nearly as much distance or accuracy as I should have been and had quite a few moments where I missed kills that I REALLY should have gotten. Then of course there was the time I was taking shots at someone without realizing there was a pane of glass between us. In retrospect, it was a pretty comical way to waste the better part of a magazine, and I really wish I could have had a photo of my face when I figured out what was going on.
I think the only real issue I had with the game was the heat. I'll probably be waiting until it gets cool again before I play any more games.
Reference URL's