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Full Version: [COMPLETED] TKO: CIMAX April 24th, 2010
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Thx for the game org dStole, here's more photos :-

http://gallery.me.com/sean.chan#100122&b...&view=grid
Thank you All For A great day Guys ! so much fun!!
cant wait till 29th Smile
Nice pics Q, except mine where I look goddam straight dead tired >_<
Yah Ycare, that's what I got from it too.

I enjoyed the larger field as well. I think that there was enough room to be tactical and practice moving over some distance as a team. Rooboy, ThunderMidget, KiwiGlen, and I were able to do some 2 and 5 meter bounding and practice radio communication and actually move a fair distance before meeting Opfor...I thought that was nice. Not being so close to other teams was a plus...but the negative side was the long walk back to respawn and safety zone.

The field had a nice variation of terrain as well, which made for some interesting tactics. Holding higher ground, using lower ground to hide position, and the holes were interesting to practice "diggin in" and golding position. I think this field would be great for future scenario based games.

My thoughts on the actually games and schedule...
I had wanted to try and keep 5 minutes between games, and then a 15 minute break after every 4 games. I think the field was too big to allow this as it often took 3 or 4 minutes to get back to the safety from the field. hearing people ask for a bit longer break, I started to have 10 minutes between games, and made the games 20 minutes instead of 15. This was again dictated by the larger field. I had planned some 2 man team games, but removed them to help adjust the schedule.

I didn't feel that the first couple 5 man team games worked the way I wanted, as people seemed to stay where they were rather than use it as a chance to explore the field.

The "group re-spawn" games went well I think, as it forced people to jump in with people they didn't know or usually didn't team up with. I think this was a great way to force people to get to know each other, and I will have these style games again.

The timed flag capture game was a nice suggestion from Tifast (or is that dieFast), and I think it went well.

I really liked the "Hold the fort" game. I think the difficulty popping the balloons helped balance the dwindling resources of the defending team. IN the last minute of Red defending there was a real feeling of "we are out of medic supplies, and I only have about 20 rounds left on me...we are being over run!" It was a sensation I had never experienced in airsoft before. The reverse didn't seem as dramatic as Red seemed to dominate the Yellow defenders Smile This field really played a nig part in the way this game went as it had the fort in a small valley with no access from the rear flank.

One of the medics complained that the bandages were hard to unwind and apply...that is the way they are intended. The old verion of a 30 second count seemed to have too many variables...medics counting REALLY fast, medic firing when counting, medic moving with player, etc. The bandage system, I feel, really forces the medic to have to let go of their weapon, open the medic pouch, untie the bandage (maybe even removing their gloves to do so), and then apply the bandage. I fast medic can do this faster, but HAS to go through the same routine as the other medic, and it helps even the playing field in my mind.

Zombie game didn't work out in my mind. There were too few zombies to start, and the headshot modifier took out the zombies pretty quick. There was a moment when the special forces team considered just becoming zombie hunters. The size of the field, the numbers, and the weather all helped this game fail...which was a let down as it ended the day a bit anti-climatic.

I would be interested to hear everyone's thoughts on the games, what worked, what didn't etc. I really want to improve the games so that we can continue to evolve as a team and group, and make every get together worthwhile and enjoyable for all...

My first suggestion: Q, bring guns that work Smile

Thanks again everyone.
(25-04-2010 10:50 AM)Q Wrote: [ -> ]Thx for the game org dStole, here's more photos :-

http://gallery.me.com/sean.chan#100122&b...&view=grid

nice pics Q
Thanks for organizing dstole - I had a great time on my first day out with TKO.

I definitely enjoyed the timed hold the fort / balloon game the most. Seemed like it was the fastest pace and most action packed game of the day.

Here is a link to the still shots taken with my helmet cam (its too wide of an angle to get anything really good).

http://picasaweb.google.com/108432799993...directlink

I haven't had a chance to transfer the video files yet, but when I took a look at some of the footage, I noticed a few things:

1. The camera was pointed too far down, so got more of the ground than the target / horizon / etc
2. Too wide of an angle to see anything in great detail
3. Sound was terrible

I've always known about points 2 and 3, but never really cared when making snowboarding videos... but guess for airsoft, these two are quite important (e.g. can't see what I'm shooting at or hear teammates voices, or even the sound from other people's gunfire)

Next time I'll bring my regular video camera along with my regular camera gear. (unfortunately, can't make the May 29th event).

Thanks again guys - and if I can get a good video going, I'll post a link.
Thanks for the feedback psycho!
Too bad about the video, but the stills have a cool fisheye going on Smile

Look forward to having you join us again!
The idea behind the respawn game team mix was good, but on my side the respawn was too fast and teams newly formed had little choice between shooting another brand new team right away in the back or waiting there to be shot, if you see what I mean.

New medic rule was fun I must admit.

Fort game was fun too, but dead team members shouldn't be able to give wrong information Tongue.

5 team games were nice, but a little confusing at the beginning, time to understand the field as well.


Else, real fun, and I must admit, not once I thought "damn, he's not calling the shot", I definitely prefer private to public game for that ^^
Idea for zombies game: Have one of two things.
1) X minute moratorium on head shots counting.
2) X minutes where zombies don't have to call hits unless they want to.

Isn't the point of fighting zombies that you have to run? If it's a group of five people with guns versus one or two lonely zombies, I don't see much tactical advantage in moving your location. To be honest, I was absolutely shocked that even two people got turned by the end, and my whole getting pegged out in the first twenty seconds (literally) wasn't at all surprising either. If you're trying to avoid being hit, then you're going to take cover. If you're taking cover, any hits you get are more likely to land on your head. A good compromise might be that ONLY head hits count instead of head kits meaning you don't get to respawn. One of the best things about the "you can take as much pain as you want" game we played was that people actually had a reason to either run like hell or to pick a copse of bamboo and hide. Both are valid strategies in your traditional zombie movies. I thought that one of the biggest problems with that match was that the main game dynamic of an increasing horde of enemies and dwindling numbers of allies was made completely irrelevant by the headshots rule. Maybe headshots cause respawn next time, and leave it at that?
Good point Aouwra. I tried to bass it on the game we played at SEALS last May rather than the one in November (or December) at Splash. The problem with the Splash game, in my mind, was two fold...there was no way to defeat the zombie horde, and trigger happy folks were unloading full auto on zombies that were happy to take a hit after one shot, and inevitably still got hit with an extra 10 or so after calling hit.

I liked the the SEALS game because there were objectives for both teams. You are right though, I think there were some mistakes made on my part. At Seals we had over 40 people and a smaller field. There were about 5 or 6 zombies to start that game. The headshot rule I imposed, coupled with smaller numbers, and a BIG field, really made it no fun for the zombies. We need to find a nice happy medium. Thanks for your feedback.
Thanks a lot Leon! Great game. Well organized, good pace, and a ton of fun. The zombie game fell apart a bit, but I had a great time regardless. Thanks to all participants for making it a great day.
Well.. I do believe that that's the beauty of Zombie game. It's like two IronMan shooting each other(with full auto Big Grin) without wounding each other and will laugh at the experience at the end of the game
dstole

Thank you very much for giving such a great opportunity to use full field under the nice weather.


I was glad to meet few newcomers and they looked very excited in the games!
Great stuff Ginger! Really well organized, great field and a great bunch of people. Was the best all-round day of airsoft I have experienced.
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