Outdoor vs Indoor site's - What makes or breaks a site

Tempo

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Good afternoon all,

Interested in people's opinions when it comes to Outdoor and Indoor site's.

What makes or break's an Outdoor site?

What makes or Break an Indoor site? 

Thank you for your time.

 
indoor it the choke point that can really put the brakes on the game. 

outdoor lack of proper maintenance mainly the foliage side of things. 

 
the staff's ability to engage with the player base, take on complaints and suggestions and then act on them.

everything else is secondary

 
the indoor site I play at is based in an old mill so certain point such entrances to floors have only one way in so all the opposing teams gun are all pointed in one direction so they just light up any poor sod who tries to go through resulting in the game basically grinding to a standstill, resulting temper flaring and people cheating just to get the game to progress.   

 
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also one-sided games, like defenders on only 1 life per zone, takes a LOT of the competitive element out of the game meaning it doesn't feel bad to lose and that the game's constantly moving, means you're more concerned about putting up a good fight than resorting to underhand tactics to get the edge to get things going when it stalls.

nothing worse than a fixed respawn, unlimited lives slogfest

 
Ah i get you Sniper, important to keep the game flowing!

Yeah i agree Adolf, game modes can be essential.

 
Ah i get you Sniper, important to keep the game flowing!

Yeah i agree Adolf, game modes can be essential.
It not only that but some people get very angry start screaming orders of how to proceed which just results in them standing right at the back and sending everyone before them ( mainly gun hires I have seen) and then when that does not work they just stop playing resulting in a big imbalance on one team. 

 
Can you elaborate on the choke point point please? Interested by this haha.
in CQB a chock point is when people are too scared to get shot. i have charged a room got shot and respawned multiple times while other players not moving. Only way to play in CQB is to get stuck in.  

 
Ah i get you Sniper, important to keep the game flowing!

Yeah i agree Adolf, game modes can be essential.


perfect example is there's a site near me, massive outdoor site, wonderful land loads of sneaky lanes in and around the heather. perfect ground.

but, the games are all unlimited lives slogfests and it's not abnormal to find the spawn crowded with knackered players who've been pinged from a bush 3 times in a row and have had to walk a mile back to spawn each time, combine that with a VERY conscientious  attitude to chrono'ing guns, putting .2's in your mag and checking unless you're one of the owners mates in which case 328 is fine and he won't ask what ammo your using (hint, it's .4's, they're very vocal about it)

great way to ruin a site.

 
in CQB a chock point is when people are too scared to get shot. i have charged a room got shot and respawned multiple times while other players not moving. Only way to play in CQB is to get stuck in.  
Agree with this! Even on outdoor sites, the amount of people who are too scared to advance due to the fear of getting shot is ridiculous haha!

 
Outdoor sites aside from the staff points already mentioned layout is more important than a lot of sites seem to think. It's good to have open areas to fight in but it's also important to have landmarks, areas to fight in and the goal of objective based games. It gives a much more tangible goal than just a flag or barrel. Buildings arranged to encourage building to building fighting and ways to flank around emplacements. So many sites are just clearing filled with random barrels and odd bits of cover. The game modes have to make the most of the terrain and move the game across the field as it progresses. Have different, smaller games focussing on different areas of the field.

 
Good points. Lots said about outdoor sites. What do you guys think of Indoor sites?

 
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