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The 'How Did Your Airsoft Day Go? Thread

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Swap the mackerel for a bag of Cough Candy and you're there....

Trying not to think about UGLs.... could have done with one last gameday.

 
Just got home from a day of airsofting at Driver Wood (first time at the site) and I've definitely got a bit of a write up for my experience. Day started early with my alarm going off at 6:30am, but I was ready to go get stuck in. I planned on using the MWS set up as a DMR to make the most of their 1.88J with 25m MED DMR rules, since Worthing Airsoft's DMR rules are just not worth bothering with. Had to dial the hop all the way on to lift the .4s, but on green gas it was sailing them out nicely at about 1.8 - 1.85J, so once I got the gun chronoed and saw how it was performing I was set. I joked with my friend as we headed out, saying "ah, we're a DMR and a bolt action sniper, so I'm sure we won't be the front line." This joke is important for our story here...

First game was a three base domination and was a good game to get started. As I had no idea where anything was, I took myself into a central position with my friend who was running his VSR and we got entrenched in some bushes and started picking people off. It didn't take long before we were the front line, with the rest of our team all dead and not pushing back up. He eventually got taken out, leaving me by myself as I was slotting people on the flank just one after the other (seriously, I loved running a DMR as it allowed me to engage multiple enemies one after the other). I eventually got taken out too when a player on the other team was basically on top of me trying to work out where I was, despite me using an MWS with its clack-clack GBBR mechanism. He said he would never have found me if I was running something quiet. We headed back to respawn and then found that our team was basically being spawn-camped. This was a sign of things to come and something I was wary of going into the day after what I heard at the brief.

Second game we had to escort a pair of VIPs to various spots across the site, having to hold it for 5 minutes. I'll be honest with you, we got absolutely folded again, barely getting out of our spawn. I managed to hold one of the flanks with another guy, just doing Viet Cong tactics hitting them and then disappearing into the foliage all game; Namsoft taught me well! I also lost count of how many grenades they threw in our direction, both a combination of green smokes (count as toxic, so can't be in it without a gas mask) and bangs. They must've spent a small fortune trying to uproot us, but every time they threw grenades, we simply weren't there. I was surprised to hear we managed to do a whole 1 of the objectives, which was 1 more than I thought with how the game was going. We swapped sides and it was much the same; I took a central position and my friend got into a really good spot for sniping, but while we managed to totally lock down part of the site, the other team was running rampant elsewhere. Then we got teamkilled by a mortar that wiped out about 7 or 8 of us and we totally lost control of that too. That was probably the most frustrating part of the day as it was the one part of the site where it felt like we had traction and then we got mass teamkilled.

Third game involved a bunch of oversized playing cards. Numbers were 5 points, pictures were 10 points, ace was 15 points and the joker was -20 points for the enemy team. No prizes for guessing how it went. We actually got a decent start, but then with only a few of us defending the base the other team eventually rolled in and stole all of the cards. I was the last man standing having to cover behind me with the pistol as well as the front with the MWS and it was just a bit too much for me alone. Regardless after I got hit I stood there waiting for a medic, knowing full-well that nobody was around to do so. It did exactly what I wanted it to, as I had 4 of them distracted by me and slowing them down in their endeavours as they watched me with paranoia. However, my team didn't come back in and all of our cards got stolen. I went back to spawn and... we were basically spawn-camped. Again. I still managed to break off and take out a bunch of them from a flank they weren't watching much, but by this point most of our team had given up. I'm not the type and I don't mind being on the losing team, but I could see why morale was low; we had spent all day getting kicked around the site.

Anyway, I did have fun and do enjoy a bit of an uphill battle, especially considering I was against so many regulars while I've never been to the site so I don't know any of the strong positions or even where half of the objectives were. The MWS performed exactly as I wanted it to, but outside of 1.88J I will continue to run it at 1.14J elsewhere; I noticed a little more effective range with 1.88J, but it was borderline. So, my overall thoughts:

Good:

+ The site itself is lovely. It's huge and they clearly put a lot of effort into making it a very fun site to play at.

+ DMR rules are great. 1.88J with a 25m MED is where I'll use one and I thoroughly enjoyed doing so

+ Games were well put together and worked well with the site

+ Early start. Briefing at 9am and it's not a massively long one, so we were out to play nice and early.

+ Very nice safe zone and actual toilets! Shame airsofters are a disgusting lot and the male toilets were rather splashed from bad aim

Bad:

- Horrendous team imbalance confirmed my suspicions I had going into it. Even heard one of the marshalls speaking to a regular who was on our team saying "you know all the regulars go on green and we always do that side as green" after they split us down the middle

- That team imbalance was never addressed. At lunch time, despite orange team getting hammered and basically pushed back to spawn every game the marshalls did nothing to balance it. When there were more greens than oranges, it was more newbies and kids who were moved onto orange rather than a group of regulars.

- Hit taking was laughably bad. I had many shots that I watched to completion through my scope, with people recoiling from the hits and then just continuing on. And I know these are being felt as they're .4s at 1.88J that they're recoiling from

- It's very businesslike. Whereas Worthing, Southdown and Gunman all feel like a community, Driver Wood very much feels like a business first and I feel it lacked the character of other sites. I felt very detached.

Meh:

~ I don't think I've ever been at a skirmish weekend with that much pyro being hurled at me. Green smokes and bangs were raining down like someone on green won the lottery

~ People were proving my point when I say "full auto is a crutch for people who can't aim" with the amount of high ROF full auto spray that was being peppered everywhere

~ Gun sock. My gun literally can't fire if the mag is out, but gun sock needed. I kinda understand this one since they have such a wide customer base and people are dumb

~ They never checked if my DMR was semi-locked. I could've rocked up with a Section 5 firearm and nobody would've known. Fortunately, I'm not a jackass and had already modified my fire selector to only shoot on semi (such an easy mod on the MWS...)

- "Outside food is not allowed" combined with "don't worry, we have relatively expensive food on sale". I didn't eat anything on principle!

- Going back to the safe zone after every game. Those safe zone breaks need to be shorter!

I did enjoy myself and will likely go back again, but there are definitely issues and I can see that a lot of what I heard about Driver Wood was well-founded. Good thing is that the site is good and the games are good, so I can largely make my own fun, but there are a lot of very easily solvable issues that do impact it.

 
I don't disagree with anything you wrote, and it's interesting to see the "bad" points line up with the "less good" ones I experienced and put down to me having a shitty day.

I didn't think the food was that expensive for what it was, btu equally I am used to Spec Ops which is largely homemade and included.  I did take my own water with me as i always do in warm weather, and no one said anything despite me filling my hydration kit openly in the safe zone.

We played the VIP and card games when I was there and they were very enjoyable, despite our team getting a pasting - I helped retake the tower for our team half way through reclaiming our cards in the nick of time.  Eventually we got taken out with extreme prejudice by what must have been, as you discovered regulars (we were on the Orange team).

Chrono seemed fairly well run I thought - they even, to my annoyance but understanding, cut off all my chrono tags from past games.  

Sort out team balance, and it would make a massive improvement.  As you said it is great well thought out site.  I'll definitely go back to give it another day.

 
Driver wood can be a great site but it's very hit and miss depending on the day.

Today it seemed pretty good for hit calls didn't seem to notice or hear many people moaning about it which is nice.

The team balance today was awful, it's know that the regulars always go green which is why I like being orange because you normally need to fight harder and end up with more chances or good encounters. Today though green team seemed to push into the spawn zones very hard which takes away the fun for everyone and doesn't even make sense as to why someone would bother.

The changes are nice to see but forcing the gameplay around the new bus which is so close to the spawn didn't help either as it encourages teams to spawn camp.

And the clearance of alot of the bush also aids longer engagements but for me the concealment and path ways they had made for a fun maze of flanking, but I understand that they needed to make the changes as alot of players (newer) stuck to key open areas which made for slow gameplay in those sections and they wanted people to use more of the map.

Accuracy through volume really does ring true here. So overshooting occurred alot today, it's dense so I know a few shots to get through the shurbs are needed but spray and pray when you see a bush move is annoying. 

Alot of friendly fire today - god it's like the wild west shoot first ask later. I think I must be one of the rare few who like to PID before taking a shot.

Marshall were great - if you had an issue going up to them right away to ask was never an issue. 

They are making more changes, interesting to see what they do, I for one hope they sort out the spawn zones / change game mode rules for adaptive spawning.


 
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2nd game after the summer break.

It feels like we're still in full summer, damn climate change!

Regarding the game, we had a "training" session to prepare for the national finals at the end of the month.

Had one instance where one of the new guys wasn't keen on taking a hit, but nothing a good burst couldn't fix the game after.

Also I'm so out of shape (not that I was before).

 
Just got home from a day of airsofting at Driver Wood (first time at the site) and I've definitely got a bit of a write up for my experience. Day started early with my alarm going off at 6:30am, but I was ready to go get stuck in. I planned on using the MWS set up as a DMR to make the most of their 1.88J with 25m MED DMR rules, since Worthing Airsoft's DMR rules are just not worth bothering with. Had to dial the hop all the way on to lift the .4s, but on green gas it was sailing them out nicely at about 1.8 - 1.85J, so once I got the gun chronoed and saw how it was performing I was set. I joked with my friend as we headed out, saying "ah, we're a DMR and a bolt action sniper, so I'm sure we won't be the front line." This joke is important for our story here...

First game was a three base domination and was a good game to get started. As I had no idea where anything was, I took myself into a central position with my friend who was running his VSR and we got entrenched in some bushes and started picking people off. It didn't take long before we were the front line, with the rest of our team all dead and not pushing back up. He eventually got taken out, leaving me by myself as I was slotting people on the flank just one after the other (seriously, I loved running a DMR as it allowed me to engage multiple enemies one after the other). I eventually got taken out too when a player on the other team was basically on top of me trying to work out where I was, despite me using an MWS with its clack-clack GBBR mechanism. He said he would never have found me if I was running something quiet. We headed back to respawn and then found that our team was basically being spawn-camped. This was a sign of things to come and something I was wary of going into the day after what I heard at the brief.

Second game we had to escort a pair of VIPs to various spots across the site, having to hold it for 5 minutes. I'll be honest with you, we got absolutely folded again, barely getting out of our spawn. I managed to hold one of the flanks with another guy, just doing Viet Cong tactics hitting them and then disappearing into the foliage all game; Namsoft taught me well! I also lost count of how many grenades they threw in our direction, both a combination of green smokes (count as toxic, so can't be in it without a gas mask) and bangs. They must've spent a small fortune trying to uproot us, but every time they threw grenades, we simply weren't there. I was surprised to hear we managed to do a whole 1 of the objectives, which was 1 more than I thought with how the game was going. We swapped sides and it was much the same; I took a central position and my friend got into a really good spot for sniping, but while we managed to totally lock down part of the site, the other team was running rampant elsewhere. Then we got teamkilled by a mortar that wiped out about 7 or 8 of us and we totally lost control of that too. That was probably the most frustrating part of the day as it was the one part of the site where it felt like we had traction and then we got mass teamkilled.

Third game involved a bunch of oversized playing cards. Numbers were 5 points, pictures were 10 points, ace was 15 points and the joker was -20 points for the enemy team. No prizes for guessing how it went. We actually got a decent start, but then with only a few of us defending the base the other team eventually rolled in and stole all of the cards. I was the last man standing having to cover behind me with the pistol as well as the front with the MWS and it was just a bit too much for me alone. Regardless after I got hit I stood there waiting for a medic, knowing full-well that nobody was around to do so. It did exactly what I wanted it to, as I had 4 of them distracted by me and slowing them down in their endeavours as they watched me with paranoia. However, my team didn't come back in and all of our cards got stolen. I went back to spawn and... we were basically spawn-camped. Again. I still managed to break off and take out a bunch of them from a flank they weren't watching much, but by this point most of our team had given up. I'm not the type and I don't mind being on the losing team, but I could see why morale was low; we had spent all day getting kicked around the site.

Anyway, I did have fun and do enjoy a bit of an uphill battle, especially considering I was against so many regulars while I've never been to the site so I don't know any of the strong positions or even where half of the objectives were. The MWS performed exactly as I wanted it to, but outside of 1.88J I will continue to run it at 1.14J elsewhere; I noticed a little more effective range with 1.88J, but it was borderline. So, my overall thoughts:

Good:

+ The site itself is lovely. It's huge and they clearly put a lot of effort into making it a very fun site to play at.

+ DMR rules are great. 1.88J with a 25m MED is where I'll use one and I thoroughly enjoyed doing so

+ Games were well put together and worked well with the site

+ Early start. Briefing at 9am and it's not a massively long one, so we were out to play nice and early.

+ Very nice safe zone and actual toilets! Shame airsofters are a disgusting lot and the male toilets were rather splashed from bad aim

Bad:

- Horrendous team imbalance confirmed my suspicions I had going into it. Even heard one of the marshalls speaking to a regular who was on our team saying "you know all the regulars go on green and we always do that side as green" after they split us down the middle

- That team imbalance was never addressed. At lunch time, despite orange team getting hammered and basically pushed back to spawn every game the marshalls did nothing to balance it. When there were more greens than oranges, it was more newbies and kids who were moved onto orange rather than a group of regulars.

- Hit taking was laughably bad. I had many shots that I watched to completion through my scope, with people recoiling from the hits and then just continuing on. And I know these are being felt as they're .4s at 1.88J that they're recoiling from

- It's very businesslike. Whereas Worthing, Southdown and Gunman all feel like a community, Driver Wood very much feels like a business first and I feel it lacked the character of other sites. I felt very detached.

Meh:

~ I don't think I've ever been at a skirmish weekend with that much pyro being hurled at me. Green smokes and bangs were raining down like someone on green won the lottery

~ People were proving my point when I say "full auto is a crutch for people who can't aim" with the amount of high ROF full auto spray that was being peppered everywhere

~ Gun sock. My gun literally can't fire if the mag is out, but gun sock needed. I kinda understand this one since they have such a wide customer base and people are dumb

~ They never checked if my DMR was semi-locked. I could've rocked up with a Section 5 firearm and nobody would've known. Fortunately, I'm not a jackass and had already modified my fire selector to only shoot on semi (such an easy mod on the MWS...)

- "Outside food is not allowed" combined with "don't worry, we have relatively expensive food on sale". I didn't eat anything on principle!

- Going back to the safe zone after every game. Those safe zone breaks need to be shorter!

I did enjoy myself and will likely go back again, but there are definitely issues and I can see that a lot of what I heard about Driver Wood was well-founded. Good thing is that the site is good and the games are good, so I can largely make my own fun, but there are a lot of very easily solvable issues that do impact it.
Thanks for this report.

I have been contemplating going to Driver Wood as I have heard some positives comments about it.  However, I have been hesitant following my eldest's visit there a while ago.  He used to be a regular player, was a marshal for a few years and still plays very occasionally.

His experience was very similar to yours, especially with regard to the unbalanced teams (regulars v the rest), spawn camping  and hit taking.

I don't think I will bother going.  The "outside food is not allowed" rule seems to show that it is, indeed, very much a business.

I was planning to go to Airsoft Plantation today, but events prevented me doing so; Tower Airsoft on Saturday will be my next outing, followed by Splatoon the following Sunday.

 
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I had been planning to go to Driver Wood for the afternoon session (which is as much as my lad has been managing so far, unfortunately, ended up having to head over into East Sussex this morning, so knowing I would have been too late getting back, I chucked my kit in the car and took my younger daughter and middle lad with me, so when I was done, we nipped into the woods I manage for a mate and we had some fun with the guns, it also let me set up my new TM mk23, without having to rush things and others wanting the range before chrono.

On the plus side for the hobby and a negative for my wallet, both the kids want to join my oldest lad and myself on the field, my daughter is 12, so old enough for quit a few sites, but my middle lad will have to wait until he's 10 in July.

I've noticed hit and miss with team sizes too and those joining in the afternoon have their briefing out near the car park, while those that are there all day wait in the safe zone, we're then split up, can't say for sure if there are any regulars that only do afternoons, as we only do once a month, however, that doesn't prevent the total numbers of players in the teams being out of balance. Can't say I've noticed much spawn camping, regardless of which tam I'm on and to be honest, my view is that it spoils the game, not only for the team being spawn camped, but surely those doing the camping would rather a decent game? due to spawn points moving game to game, can't even put some sort of coloured markers/barriers x distance away, other than to tell players spawn camping isn't allowed?

 
Had an amazing day at Red Alert last weekend. Great marshalling team and a really well put-together site. Everytime I’ve played RA there’s been a good atmosphere and a distinct lack of poor sportsmanship, very happy to say this was the case for this game too.View attachment 116472

Got snapped a few times as we were attacking the “embassy”. Cheeky sidearm kills are always 10x more satisfying than primary kills

View attachment 116473

Ran a HPA tapped WA Salient Arms AR and WE MP5k for the day, made a lot of noise and thoroughly enjoyed myself.View attachment 116474

 
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A good evening game at Driver wood last night - £15 for 4 hours of quite closely packed game play which i thought was very reasonable. We used one of the paintball fields, so more open terrain, small buildings and towers and artificial cover interspersed with trees. A good choice, as the dense packed undergrowth of the rest of the site would have led to boring and uneventful game play, as well as a significant amount of blue on blue.

Aside for one particular game where flashing pucks needed to be collected from around the field by our team - and where the opposing team hadn't heard the Marshalls whistle to start the game (!) culminating in them leaving their spawn 5 minutes in, it went off smoothly.

It was nice that there was some flood lighting dotted around the field, randomly changing colour every now and then to add spice. Still plenty of dark corners to hide in, but it was just enough so that players weren't forced into the tedious dilemma of using a torch to try to spot the enemy whilst simultaneously giving away your position. At least, not all of the time. The games were chosen to work well on the field, and meant that it was generally fairly predictable which rough areas of the field the friendlies and the enemy were in, reducing the annoyance of constant blue on blue.

Reaffirmed my view that tracer units - whilst undeniably fun - have more negatives than positives in the dark, literally highlighting your location to all around. A decently dialled in red dot did me proud last night, atop my L119a1ish.

Oh, and, following on from the (rather accurate) posts earlier in this thread about the green team always winning - nice to see the Orange team winning each game last night!

 
Reaffirmed my view that tracer units - whilst undeniably fun - have more negatives than positives in the dark, literally highlighting your location to all around. A decently dialled in red dot did me proud last night, atop my L119a1ish.


*the flavour of the month gang disliked that*

 
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