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Jones-Effect

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  1. Like
    Jones-Effect reacted to Rogerborg in The Big Dumb Death Walk and Why You Should Ask for Medic Rules   
    Yup, I'm there to shoot and be shot, not for a woodland ramble.  And a long walk produces a distinct incentive to "not feel" hits.
     
    Rolling respawns or fall-backs are the way to go. Whatever medic rules you run are icing on top of that.
     
    Another thing I'm not big on is extended grind-fests where an objective just can't be achieved no matter how hard you yell "MOOOVE UUUUUP!" (from 10 metres back) and all you're doing is tiring folk out and demoralising them - which is another contributor to lunchtime leavers, and runaway winner syndrome.
     
    So I'm also a fan of limited team lives, e.g. have the marshal at your (rolling) spawn count off a total number of respawns for the team, and call a halt to respawning when they're all dead, Dave.
     
    Not something for random skirmish days, but in a milsim/filmsim environment, dedicated medics and limited heals are ace, as it produces a real incentive to stay together and play together as a squad.
  2. Like
    Jones-Effect reacted to Cyberlawyer in The Big Dumb Death Walk and Why You Should Ask for Medic Rules   
    To me what you describe is more of a rolling respawn than a medic rule. I have seen this done several ways including (a) drop back at least 10 metres to an unengaged friendly, (b) drop back to a team marshal who is following behind the line of engagement, or (c) respawn point is x until you take the first objective then that objective becomes respawn while you take objective 2 etc (in each of these the rolling respawn can be in effect for a limited number of hits or a limited time or the whole game). In every case the aim is to prevent too many long trudges back to respawn. I think these rules work really well in skirmish scenarios where you have an attacking side and a defending side (and you will usually play the scenario twice so each team gets a turn attacking and defending), and can be tailored to balance the scenario (e.g. defenders get 2 rolling respawn while attackers are unlimited for the first 20/30 mins of the game).
     
    Where I’m not such a fan is where you have a more balanced scenarios where both teams have identical objectives. I e both teams trying to capture the same bunker/flag or search for the same vip/HVT at the same time. In these scenarios the time a player is out of game to respawn is important to give the team that scored the kill the added freedom of movement that having a man down on the other side gives them. IMHO without this tactics seem to suffer and the game just becomes a slug fest round the objective with no one really loosing too much ground.
     
    Milsims usually have slightly more immersive ‘medic rules’ As is fitting given the aim of those events. This is fine they are not such shooter fests anyway so you are not as likely to get ‘killed’ multiple times in an hour.
  3. Like
    Jones-Effect reacted to Cromulon1994 in One reason why you should not wear MESH.   
    I think that's more of an argument against mag flashes than mesh, tbh. 
     
    Hope your mate makes a quick recovery. And a tidy nurse. 
  4. Thanks
    Jones-Effect got a reaction from Airsoft Newb in Help Please With a Bundle I Just Bought!   
    Wouldn't be able to tell you the total worth but it's definitely a good deal. I'm jealous!
  5. Haha
    Jones-Effect reacted to jcheeseright in Covid Game (East and West Midlands)   
    YeAh fUcK cHiNa!  ItS tHeRe FauLt fOr eAtiNg BaTs.  We'Ll sHoW tHeM bY pLaYiNG AiRsOfT! BlItZ sPiRiT hur hur hur! 
     
    You're a fucking idiot. 
     
  6. Like
    Jones-Effect reacted to E21A in Covid Game (East and West Midlands)   
    What a really great way to show the sport in a really bad light and bring loads of negative press we don’t need! 
  7. Like
    Jones-Effect got a reaction from GeorgePlaysAirsoft in M203 grenade problem ... I think   
    I am but it didn't change anything, I think I have fixed it however which I believe was caused by the two ends of the shell being screwed too tight by the manufacturer. The core was stuck to the top half rather than sitting on the spring of the bottom half. I didn't realise this was a problem as it was my first grenade but after I watched a video review of the shell I noticed his core was sitting on the spring. After I made it rest on it and made sure not to tighten it as tight as it was previously so that the core didn't get stuck to the top half. Its fired 4 times in a row now with no problems so I'm hoping it's fixed.
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