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What makes Airsoft a joke


Seth_Erebor
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9 hours ago, Rogerborg said:

 

The issue is about how quickly you do it.

 

At the Depot, it's generally meant to be a 2 minute minimum bleed out on your first hit.  You can wait longer if you think you'll be revived, but you're not supposed to just go straight back to respawn on your first hit if you reckon you won't get mediced.

 

Problem is, half the time they don't make that clear, when they do say it half of the players aren't listening, half of those who listen can't count to two, and half of those who can count to two don't care.

 

Sometimes I feel so ronery propping up the walls and watching folk skipping and gambolling back to respawn after their first hit.

 

MedicRules-768x366.png

Other players dont realise your counting in your head so when you see them get shot and walk off you know exactly how long they waited before getting bored.

 

Its too hard to report as your never sure most of the time if it's their first or second hit.

 

A few things I'm never clear on is if you can count while moving them or if your count has to be audible. 

 

Often i see dead guys put an arm out to be grabbed and pulled around a corner but i believe this to be cheating but its never mentioned in fairness. Same with if i die to a big enemy team push i yell so the whole site know a medic is needed. Sometimes i do this even when i have backup too just to fuck with the enemy push. 

 

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2 hours ago, Musica said:

Often i see dead guys put an arm out to be grabbed and pulled around a corner but i believe this to be cheating but its never mentioned in fairness. 

 

 

2 hours ago, Musica said:

Other players dont realise your counting in your head so when you see them get shot and walk off you know exactly how long they waited before getting bored.

 

Its too hard to report as your never sure most of the time if it's their first or second hit.

 

A few things I'm never clear on is if you can count while moving them or if your count has to be audible. 

 

Often i see dead guys put an arm out to be grabbed and pulled around a corner but i believe this to be cheating but its never mentioned in fairness. Same with if i die to a big enemy team push i yell so the whole site know a medic is needed. Sometimes i do this even when i have backup too just to fuck with the enemy push. 

 

Happy to be corrected if I'm wrong, but as far as I understand it, you can move them by 6ft under the Depot rules. Again, much like the 2 min bleedout, too easy to abuse in game.

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Black ops Bristol ; 

Medic rule ; hand on shoulder count out loud of five Elephants (so it is a 5sec count) can be move to near by cover , not halfway across the site ! or out of line of fire but you can’t count and move , once medic’ed back in you can NOT be medic’ed back in by the same player until you’ve been medic’ed by a different player to stop a couple of players holding a position and just continually reviving each other add-infinitum ! Plus if the ‘wounded’ player gets hit any time when your hand is on there shoulder it’s a shoot through and your both dead .

Bleed out ; they run a 60sec bleed out , so it’s  hand in the air shout “hit” if behind cover stand up , if your in a close proximity to a raging firefight then you can move out of the way but again NOT half way back to your start point ! . Whilst standing with hand in the air again it’s a count of 60 Elephants then move back through the front line to your own teams side and either return to the start point or find a team mate to medic you back in BUT this player needs to be well back from the front line so your not “I’m dead quick medic me back in ! ”spin round and start firing again ! 🤦‍♂️

Me personally I think it’s a good system , nice and simple and not a lot of scope for ‘miss interpretation’ ? 😉

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34 minutes ago, Druid799 said:

Black ops Bristol ; 

 once medic’ed back in you can NOT be medic’ed back in by the same player until you’ve been medic’ed by a different player to stop a couple of players holding a position and just continually reviving each other add-infinitum !

It really is a love triangle ;) I mean medic triangle. Interesting idea  infinite medic's essentially if your in a big group which would discourage the Rambo's.  Because it requires 2 people to cheat the system i.e medic each other back repeatedly I think it's unlikely to happen as if they are that blatantly cheating they just wouldn't be taking hits surely so little reason to worry about it.  like the idea as it adds to team work.

 

Depot play the same shot through rule if your hit as a dead guy getting medic your to inform your medic you were useless in life and death and now he is dead as well but you can go back to respawn and he treats it like a regular hit so if his first he waits 2 minutes to bleed out or get medic'd.  If the medic gets shot he informs you as the dead party and your counted as dead and go to respawn. 

 

 

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18 hours ago, jcheeseright said:

 

Not cool.  

 

You're taking instant respawns and everyone else is waiting 2 minutes, could have a significant impact! 

It's about a two or three minute walk back to spawn anyway. I wont instantly leave just wait until my youthful ignorance peaks and then leave 🤗.

 

I don't understand peoples aversion to infinite medics? So what if two people run around and repeatedly medic each other, more teamwork than you'd see normally at a skirmish, and it's not as if it's that ridiculous since at least one player needs to stay alive before and during to pull it off.

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36 minutes ago, Aengus said:

It's about a two or three minute walk back to spawn anyway. I wont instantly leave just wait until my youthful ignorance peaks and then leave 🤗.

 

I don't understand peoples aversion to infinite medics? So what if two people run around and repeatedly medic each other, more teamwork than you'd see normally at a skirmish, and it's not as if it's that ridiculous since at least one player needs to stay alive before and during to pull it off.

Think it’s safe to say bud your idea of a good gameday is a mirror image of what most players on here think , you like ‘fast and in your face skate round the rules winning is everything games’ and it’s fair to say most on here don’t think that way , so realistically are we going to reach an accord over it ? I’d say no not a chance . I can see it splitting in to two different sports running parallel to each other which is fine by me as I’m sure you’d agree would definitely cut down on aggro on a ‘normal’ walk/on gameday ?

Edit , forgot to say don’t see anything wrong if that’s how you want a day to go just my self and most I know it wouldn’t appeal too .👍

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52 minutes ago, Druid799 said:

Think it’s safe to say bud your idea of a good gameday is a mirror image of what most players on here think , you like ‘fast and in your face skate round the rules winning is everything games’ and it’s fair to say most on here don’t think that way , so realistically are we going to reach an accord over it ? I’d say no not a chance . I can see it splitting in to two different sports running parallel to each other which is fine by me as I’m sure you’d agree would definitely cut down on aggro on a ‘normal’ walk/on gameday ?

Edit , forgot to say don’t see anything wrong if that’s how you want a day to go just my self and most I know it wouldn’t appeal too .👍

I turn up to a game not to win just have as much fun as I can. There's no point getting salty you're not winning when you're only 1/30 and definitely not the best player on your team 🤷‍♂️. For a skirmish I like to have a balance of continuity and game time so in reality medic rules are something I'm not against. I genuinely don't understand limiting the amount of times someone can be "revived" (not in milsim), is it to discourage aggressive play or decrease the amount of players in sections of the site, (there's an observable ebb and flow with these rules in action) or some other point I'm missing?

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Not against unlimited medic or running around like a demented loon either my objection is to the two or three players covering a bottle neck who are continually medic’ing each other back in so there is no way you can clear them which then brings the game to a standstill and so spoils the game for everyone else because it is impossible to get past them . Totally get your out for the best day you can have (arn’t we all?) but wouldn’t you rain it in a bit if you could see you were completely dominating the other players (talking about game days when there’s not many there) due to you just being too good for them ? 

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23 minutes ago, Druid799 said:

Not against unlimited medic or running around like a demented loon either my objection is to the two or three players covering a bottle neck who are continually medic’ing each other back in so there is no way you can clear them which then brings the game to a standstill and so spoils the game for everyone else because it is impossible to get past them . Totally get your out for the best day you can have (arn’t we all?) but wouldn’t you rain it in a bit if you could see you were completely dominating the other players (talking about game days when there’s not many there) due to you just being too good for them ? 

I see actually. Especially if it’s a corner fight they can just be pulled back in and revived. Guess that’s where pyro or a well executed rush has its place but does sound annoying. 

 

In in terms of dominating the other team. If I could yes i probably would rein myself back in by playing differently (experiment with new parts of the site, novelty kit) but I’m just not that good so I’ll keep every advantage I can get for now 😂. Absolute stompings aren’t really fun for anybody 

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On 26/06/2019 at 13:16, Musica said:

 The way I see it I keep with my team until my first hit then I can get medic'd then I run like a mad man knowing if I fail I can just respawn.

 

That point bears expanding, and gets dangerously close to being back on topic.

 

If you can be mediced then you've got an incentive to keep in contact with your team.

 

If you know that you can't, then all that goes out the window and it's every man for himself.

 

On the assumption that most of us are there to play a team game, rules that encourage team play would seem like a good idea.

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16 hours ago, Aengus said:

It's about a two or three minute walk back to spawn anyway. I wont instantly leave just wait until my youthful ignorance peaks and then leave 🤗.

 

I don't understand peoples aversion to infinite medics? So what if two people run around and repeatedly medic each other, more teamwork than you'd see normally at a skirmish, and it's not as if it's that ridiculous since at least one player needs to stay alive before and during to pull it off.

 

You're still getting back into the game 2 minutes faster than everyone else, regardless of the time to walk to spawn!

 

Infinite medics is so abuseable it's not even funny, one person hiding behind a barricade as the 'medic' never shows, the rest of the team all peek and shoot.  As soon as one is hit the invisible medic comes along and revives them ...  Countering that is near impossible if they're in a half decent position, I know, I've done it.  Me and a friend held off the entire opposing team for 30 minutes before we ran out of ammo. 

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On 26/06/2019 at 15:13, Musica said:

That is my point you can't tell if it's their second death or first and people just walk off as if it's their second death.  

 

If you got yourself in to a position you can't be revived that's your fault for playing that way.  That's like saying you pay for the fuel to drive your car so you can cut people off instead of waiting in the right lane. As soon as you start that type of argument "well I pay so I am going to play by my rules" it just degenerates the game. If you don't agree with the rules don't play at that site. 

 

I think they should change the system have have a marshal at each spawn and have a rolling 2 minute timer. You can chose to wait for a medic once per life or go back when ever you want and get the luck of the draw with a respawn wave. This prevents people just opting out of their 2 minute death. It would mean respawns can group up for an assault as a team as well. Then implement bandages instead of a count ( they can use the money we used to get hot dogs with for bandages) and then no one is getting revived 20 times a life. 

the rolling death/resporn is used at cimbat south to good effect

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13 hours ago, Rogerborg said:

On the assumption that most of us are there to play a team game, rules that encourage team play would seem like a good idea.

 

Some of us are their to shoot the kids. I mean save them. 

 

I actually don't assume people are there to play a team game as I have less faith in peoples motivations. I however really enjoy team work and objectives. A few issues I have at the depot is the "we have a marshall with a <insert object here> on them. Find them kill them take  the objective and receive further instructions" the team who don't get the instructions have heehaw idea what to next so just go shoot as what else you going to do. The best game I like is the flag game with 4 pre designated locations flags need to make it to as you can go lock those locations down ready for the flag to move even if you don't know where your flag is you know where it needs to go or get to so you can go there and clear instead of just TDM. Unlike a video game the marshals can't tell ever player new information so games can't be as dynamic as they would like scripted means anyone paying attention at the brief should know what to do. 

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At a certain point I just have to laugh, the conversation on this thread is now so different to how it started.

 

1 hour ago, Musica said:

 

Some of us are their to shoot the kids. I mean save them. 

 

I actually don't assume people are there to play a team game as I have less faith in peoples motivations. I however really enjoy team work and objectives. A few issues I have at the depot is the "we have a marshall with a <insert object here> on them. Find them kill them take  the objective and receive further instructions" the team who don't get the instructions have heehaw idea what to next so just go shoot as what else you going to do. The best game I like is the flag game with 4 pre designated locations flags need to make it to as you can go lock those locations down ready for the flag to move even if you don't know where your flag is you know where it needs to go or get to so you can go there and clear instead of just TDM. Unlike a video game the marshals can't tell ever player new information so games can't be as dynamic as they would like scripted means anyone paying attention at the brief should know what to do. 

 

Sounds like a lot of potential with a thick layer of disorganisation on top.

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5 hours ago, Seth_K said:

At a certain point I just have to laugh, the conversation on this thread is now so different to how it started.

 

 

Sounds like a lot of potential with a thick layer of disorganisation on top.

The dynamic games at the depot never go well. Just ends up being a tdm because nobody has any idea wtf they’re supposed to be doing.

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if you are going dynamic then that surely means a massive out lay in funds for a significant number of radios as even having a marshal at each resporn to relay latest info on objective would be a crazy number of marshals

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2 minutes ago, Jaylordofwaargh said:

if you are going dynamic then that surely means a massive out lay in funds for a significant number of radios as even having a marshal at each resporn to relay latest info on objective would be a crazy number of marshals

 

Either way, whatever is done and however it is done it will require a fair bit of capital.

 

I read back a few comments but I don’t get why the site would need radios to be dynamic. 

I agree sites should have radios I’d just like you to explain your point a bit more. 

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4 hours ago, Seth_K said:

 

Either way, whatever is done and however it is done it will require a fair bit of capital.

 

I read back a few comments but I don’t get why the site would need radios to be dynamic. 

I agree sites should have radios I’d just like you to explain your point a bit more. 

one of the aforementioned comments that missions and objectives that evolve/move can some time leave parts of teams behind/uninformed as to the location or even what the objective is. this leads yo just finding people to shot. thus the layout for radios or bribing people to be marshals. this is the dynamic factor you speak of right? 

 

i can see how smaller sites would just need an extra couple of bodies but larger sites? how else would you manage it? 

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On 27/06/2019 at 21:01, Rogerborg said:

 

That point bears expanding, and gets dangerously close to being back on topic.

 

If you can be mediced then you've got an incentive to keep in contact with your team.

 

If you know that you can't, then all that goes out the window and it's every man for himself.

 

On the assumption that most of us are there to play a team game, rules that encourage team play would seem like a good idea.

Never really thought about this til you made it very plain but you are absolutely right,medic rule encourages team play respawn  does not its really that simple.Thank you for this 👍

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14 hours ago, Jaylordofwaargh said:

one of the aforementioned comments that missions and objectives that evolve/move can some time leave parts of teams behind/uninformed as to the location or even what the objective is. this leads yo just finding people to shot.

 

Yup, that's it exactly.

 

The worst mode for that at the Depot is VIP escort where you have to find said VIP then take him to several locations of his choice which aren't known up front.

 

Given that this is over two large floors, one of them mostly dark, with six staircases and short sight lines, I often never see the VIP or have any idea where here is, where he's going, or even which team has him.

 

In one game where I did find him and take him to the objective, I did it solo.  Hold the applause for my #StunningAndBrave heroism: what this actually meant was that every other person on site wasn't involved in playing to the objective.

 

Not to say that they weren't having fun slinging balls, but if you're going to have an objective, it should be one that most players feel that it's worth trying to contribute to.

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On 27/06/2019 at 12:06, Musica said:

It really is a love triangle ;) I mean medic triangle. Interesting idea  infinite medic's essentially if your in a big group which would discourage the Rambo's.  Because it requires 2 people to cheat the system i.e medic each other back repeatedly I think it's unlikely to happen as if they are that blatantly cheating they just wouldn't be taking hits surely so little reason to worry about it.  like the idea as it adds to team work.

Seen it happen a lot , it’s not cheating (as it is within the rules) it’s just really shit un-sportsman like behaviour to me , long corridor or narrow entryway with high cover three guys one end or overlooking the entryway , you can only get at it in small numbers due to the size constraints , you shoot one they get medic’ed back in while the third player takes over from them and you can’t sling a ‘nade at them as it’s either over head or too far to throw it safely so again your totally bollox’ed game grinds to a holt and everyone gets pissed off and it all goes to rat shit in the blink of an eye ! 🤦‍♂️

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3 hours ago, Rogerborg said:

 

Yup, that's is exactly.

 

The worst mode for that at the Depot is VIP escort where you have to find said VIP then take him to several locations of his choice which aren't known up front.

 

Given that this is over two large floors, one of them mostly dark, with six staircases and short sight lines, I often never see the VIP or have any idea where here is, where he's going, or even which team has him.

 

In one game where I did find him and take him to the objective, I did it solo.  Hold the applause for my #StunningAndBrave heroism: what this actually meant was that every other person on site wasn't involved in playing to the objective.

 

Not to say that they weren't having fun slinging balls, but if you're going to have an objective, it should be one that most players feel that it's worth trying to contribute to.

so my most visited site (combat south woodland) is all (mostly) simple game play - resporn is flag or a couple of set point, (no medics) z objectives are (relatively) easy to find. but from what i can work out CS is considered a s/m site. maps are given out to all (or those that want them) so games are attackers take this/these objectives resporn is x and defenders have y lives at here and here then switch. winners are the colour that does it quickest. maybe because im still newish to this that i find that quite satisfying for a days pew (at the moment....)

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1 hour ago, Jaylordofwaargh said:

so my most visited site (combat south woodland) is all (mostly) simple game play - resporn is flag or a couple of set point, (no medics) z objectives are (relatively) easy to find. but from what i can work out CS is considered a s/m site. maps are given out to all (or those that want them) so games are attackers take this/these objectives resporn is x and defenders have y lives at here and here then switch. winners are the colour that does it quickest. maybe because im still newish to this that i find that quite satisfying for a days pew (at the moment....)

I've not played csw for a few years, but all my previous visits were very satisfying, well marshalled, great food, good varied site features & simple but effective game scenarios.

What more do we need ?

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47 minutes ago, Tackle said:

I've not played csw for a few years, but all my previous visits were very satisfying, well marshalled, great food, good varied site features & simple but effective game scenarios.

What more do we need ? 

 

You're asking that in a @Seth_K thread. ;)

 

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42 minutes ago, Rogerborg said:

 

You're asking that in a @Seth_K thread. ;)

 

 

What more do we need? What don't we need!

 

You could lay out the entire sport and upgrade every part of it two times over.

 

Do you agree that we play Airsoft for the experience, much like most forms of entertainment?

 

Then the real question is this: What do you want to experience?

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