• Hi Guest. Welcome to the new forums. All of your posts and personal messages have been migrated. Attachments (i.e. images) and The (Old) Classifieds have been wiped.

    The old forums will be available for a couple of weeks should you wish to grab old images or classifieds listings content. Go Here

    If you have any issues please post about them in the Forum Feedback thread: Go Here

The 'How Did Your Airsoft Day Go? Thread

Mk23 was disappointing with the novritsch mags not feeding correctly, very tempted to buy a we g17 when I get my ukara back.


That sucks to hear. Which mk23 mags did you get? I've got the gen3 ones in my TM mk23 and they worked flawlessly and it made me love that pistol again since they're easy to maintain (no bloody pins!)

 
Do the new guys running the site require players to wear helmets?
Yeah, obviously for experienced players they let you use your own judgement, but still recommend it. 

It was my own fault anyway, I was running in the dark with no flashlight, it's what I get for trying to be stealthy.

Fwiw I'm in the process of ordering a helmet, seeing as I do plan on returning and having a crack at the outdoor sections.

That sucks to hear. Which mk23 mags did you get? I've got the gen3 ones in my TM mk23 and they worked flawlessly and it made me love that pistol again since they're easy to maintain (no bloody pins!)


Stti mk23, might just need a dab of silicone oil and some breaking in, apart from that they ran without issue.

I think this was the gen 3 mags with the hadron feed lips, can't get the tm lips so I'll try the kj works m9 lips if they keep playing up.

 
Stti mk23, might just need a dab of silicone oil and some breaking in, apart from that they ran without issue.

I think this was the gen 3 mags with the hadron feed lips, can't get the tm lips so I'll try the kj works m9 lips if they keep playing up.


I've just got the feed lips that came on the Nov gen3 mags on them, with the purple nineball routers because they're a better design than the yellow ones that come with the Nov mags. I imagine it might just need breaking in, as I have a friend with the ASG mk23 and he uses the ASG mags with hadron feed lips as well, because the clone mk23s can have issues with sticky triggers with standard clone feed lips. Fingers crossed yours just need a bit of use!

 
Tough day at Imperium. Nobody’s fault but it’s an open grassland site on the coast during a storm. If I hadn’t booked in advance because it was the last Ground War of the year, I wouldn’t have bothered going. 
 

Didn’t successfully hit a single person I aimed at all morning (although I did catch a few of their neighbours). Still enjoyed it at points though, as me and a pal managed to do some sneaky stuff collecting the missile objective without being spotted or indeed firing a shot.  
 

Still planning for the Battlelakes day on the 7th then I think I’ll have a couple of months off. 

 
Tough day at Imperium. Nobody’s fault but it’s an open grassland site on the coast during a storm. If I hadn’t booked in advance because it was the last Ground War of the year, I wouldn’t have bothered going. 
 

Didn’t successfully hit a single person I aimed at all morning (although I did catch a few of their neighbours). Still enjoyed it at points though, as me and a pal managed to do some sneaky stuff collecting the missile objective without being spotted or indeed firing a shot.  
 

Still planning for the Battlelakes day on the 7th then I think I’ll have a couple of months off. 
Look forward to meeting you on the 7th ?

 
I think you’ll appreciate my ancient L119A1 ‘long’ Systema, if it decides to work…

 
Spent Sunday morning at RIFTs new Blackstone CQB site in Huntingdon.  First impressions are that it's really good.  They've obviously put a lot of time, money and effort into it.  The set-up area is massive, with plenty of space for everyone.  The permanent White Sphere Tactical shop is full of nice shiney things for you to buy.  The vending machines were a bit of a ballache, but there's free tea and coffee-making facilies on site should you wish to partake. Organisation is up to the usual standard at RIFT.  The long and thorough briefing made sure everyone knows the score.  Costas and the rest of the marshall team are always on hand and friendly.

Games were short, about 20 minutes a round, two rounds a game, with teams swapping spawn points each round.  What you lose in time, you gain in intensity.  There's lots of corners to hide around but you're mostly able to flank the campers, so you're rarely safe and have to keep moving, keep pushing.  Game modes are the usual mix of CTF, bank raids and bomb defusal, and are fast-paced.  Most of the games had limited spawning/lives, which makes play more deliberate and suits the smaller nature of the site.

As for how I did... Ups and downs.  The first game was a mare, as I was learning the lay of the land, the pace of the games, and struggling with a shotgun run on duster gas because it was too spicy on green at chrono.  For the following games I was more confident navigating the maze of killrooms and alleyways, switched to an MP7 and had great fun sneaking up on the unsuspecting.  The only game that let the session down was towards the end and was was a CTF variant with VIPs and infinite respawns.  The opposing team dominated early on and it turned into a meatgrinder, with a 30 second play loop of spawn, try to push out, get shot and move back to spawn. No whinging about the other team as they absolutely nailed it; more that the rules didn't work that time around.

The only other complaint was the use of pyro.  It's an indoor site and you need something to clear corners and rooms, but having a flashbang go off at your feet gets your bell rung.  My ears are still ringing 24 hours after.  Some poor sod had one go off near his face.  All an accident, the marshalls were on it, and no one was being a dickhead, but it if you're going to allow flashbangs and grenades at an indoor site, you should really make earpro mandatory, even if it's just foam earplugs.  Every little helps.  If I'd known, I would have sorted myself out.

Anyway, new site.  All these gripes will get ironed out and refined as they go.  But the foundations are there, and they're solid.  It's a really good site, My pals and I had a great morning and I think it's going to be our go-to over the winter.

 
Games were short, about 20 minutes a round, two rounds a game,
How long was the wait between games? From looking at the RIFT website they say you get a minimum of 8 games in a session but one session is 5 and a half hours long. Even with Tony's notoriously long briefings that sounds like potentially a lot of time hanging around in the safezone (something that's guaranteed to put me off a site. I've paid to play not sit on my arse)

 
@Cannonfodder About 10 minutes or so.  Enough to do your admin before the next game briefing.  Game briefings were fairly quick too, other than a couple of moments where rules had to be re-explained (rules around stairs were a bit complex, and turned into a Q&A), and a warning about Pyro (after the incident mentioned above).  Not much sitting around at all.

 
Spent Sunday morning at RIFTs new Blackstone CQB site in Huntingdon. 


I saw that and was debating whether to go, but there were no pictures of the place that could find. I didn't want to drive ~90 mins to find it was a tiny place.

 
I played at RIFT's Blackstone CQB site on Saturday and I echo what El Zomba said about the intensity of playing. One part I'd add to the immersion was the sound and lighting effects as they did day & night time fading in certain games.

One thing I'd add about the setup area is that it actually has more space than the complement of players will need but that's because a hard limit of ~40 players in total can be booked per session so the game area doesn't become overcrowded.

On El Zomba's point about pyro, the safety briefing on Saturday (so I presume Sunday also) specified that that pyro is non-paper only so you can't use smoke, Mk5s, etc., due to both compromising visibility in an enclosed space and the increased risk of fire as the location has a lot of wallpaper in its decorations as the site is designed to resemble a village. BFGs and impact grenades are acceptable.

The only other complaint was the use of pyro.  It's an indoor site and you need something to clear corners and rooms, but having a flashbang go off at your feet gets your bell rung.  My ears are still ringing 24 hours after.  Some poor sod had one go off near his face.  All an accident, the marshalls were on it, and no one was being a dickhead, but it if you're going to allow flashbangs and grenades at an indoor site, you should really make earpro mandatory, even if it's just foam earplugs.  Every little helps.  If I'd known, I would have sorted myself out.


Earpro would be a good recommendation when pyro is used there though I don't see how mandating the use of earpro can be enforced practically - unless the marshal sees the back of your head, they should always be able to tell if you're wearing eyepro but you can be wearing a head or ear covering of some sort that obscures your ears.

 
Earpro would be a good recommendation when pyro is used there though I don't see how mandating the use of earpro can be enforced practically - unless the marshal sees the back of your head, they should always be able to tell if you're wearing eyepro but you can be wearing a head or ear covering of some sort that obscures your ears.


Difficult to enforce, but not impossible.  Show your ears as you leave the safe zone.  I had a mask on, but would be able to whip it back a bit to show I had plugs in were I wearing them.  I do see your point though, as it would be extra faff.  I suppose the other way is to meet in the middle and recommend earpro in the terms & conditions and the brief.  That way it's the players' own responsibility.  Anyway, live and learn; I'll take earpro for the next game I attend there.

I did email Tony with a bit of feedback about the site and gameplay, including pyro.  In his reply he mentioned that they'd tested with 209s and 380s with no lasting effect, so maybe someone was being a bit cheeky after all.  He also mentioned that they'll be tweeking the rules about how grenades are used and how frequently, so I guess I wasn't the only squeeky wheel on that.

 
Difficult to enforce, but not impossible.  Show your ears as you leave the safe zone.  I had a mask on, but would be able to whip it back a bit to show I had plugs in were I wearing them.  I do see your point though, as it would be extra faff.  I suppose the other way is to meet in the middle and recommend earpro in the terms & conditions and the brief.  That way it's the players' own responsibility.  Anyway, live and learn; I'll take earpro for the next game I attend there.
Is a typical marshal going to know the difference between a bog standard covert radio ear piece or in ear pro like an Invisio X5 headset? Nope. If a customer shows said radio ear piece or even a set of regular earphones and for whatever reason passes them off as ear pro (we know what airsofters are like) and a marshal gives the OK and there's an issue later that day...Is that negligence on the site's behalf? The marshal? Would insurance get involved? Whatever the outcome, it probably wouldn't be good for the site.

But yeah, ear pro should be thoroughly recommended, especially at indoor sites. I had a Tag round go off 1.2m from my head at the weekend. I was glad to have had ear pro on.

 
I would never go to any sort of CQB site without earpro. Earmor m31s are cheap and do the job really well, but my proper CQB kit uses a helmet with Earmor m32s attached.

 
Any idea what's actually wrong with it exactly?  Mine has died on me a couple of times over the years, first the wiring/electrics, then the piston totally sheared in half.  Been fully resurrected both times, still ticking along.  Currently in with Negative to get another check up and potentially improvements.  We chatted about about them for a bit and I'd have to say I think it'd have to be pretty nuclear-bad for it to be totally unsalvageable.  Feel free to DM me at any point if you like to discuss it.
Mine had the classic Ares piston failure years ago and is on its second micro switch.  Having opened it up, it seems that the threaded part of the cap that locks the spring guide into place had given up, allowing the spring guide to bounce around, which had jammed the piston.  Fortunately, it was a plastic toothed piston so the gears survived.

I have fabricated a replacement from a bolt and a piece of steel and moved everything into a replacement gearbox as one of the internal threads at the front of the old gearbox had stripped and the other was on the way out.  All seems good.

 
Personally, I'd be more than happy if there was a no pyro rule in indoor CQB sites. A well aimed and timed bit of pyro outdoors takes skill; conversely, to lob a grenade through a doorway in a building and hope for the best does not. Kind of the definition of pay to win in my view. Even in well policed sites, there always seems to be someone who doesn't stick to the rules and uses oversized pyro too.

I always look forward to the pyro cut off time when I'm playing evening games at my preferred CQB site, the game play just becomes more even and fun after that.

 
Last edited by a moderator:
Personally, I'd be more than happy if there was a no pyro rule in indoor CQB sites. A well aimed and timed bit of pyro outdoors takes skill; conversely, to lob a grenade through a doorway in a building and hope for the best does not. Kind of the definition of pay to win in my view. Even in well policed sites, there always seems to be someone who doesn't stick to the rules and uses oversized pyro too.

I always look forward to the pyro cut off time when I'm playing evening games at my preferred CQB site, the game play just becomes more even and fun after that.


I think I agree with that. First AI500 I went to was at the citadel in Dover and all that was happening in the indoor segments was a barrage of pyro. The tan team got a massive box of pyro for free as there was one that was capturable provided by the sponsor that was in a building near their respawn, so naturally they got it all, which meant that it was a weekend full of being pelted by pyro. If there were greens in a room, that room got a pyro posted through the door.

 
As is clear by my profile picture I like things that go boom, however I do agree that unrestricted use of pyros does make the game get boring fast. However a blanket ban can kill a game just as badly. If nobody wants to move as they know there's several guns pointing at a doorway then games will end up as a stalemate with neither side wanting to move forwards.

Fortunately from what I've seen many sites are starting to restrict the number of bangs a player can carry.

 
Back
Top